How do you define that as being different from branching? You still have to get from point A to point B, but how you get there is different?
YM: No, that's a linear way of envisioning content. Playing with values is more towards what I'm describing here.
Do you imagine this house also doing CG feature films?
YM: At Ubisoft, we want to make sure that we learn and master something before going to the next level. For now, we're learning it through shorts. We'll see what will come after.
What kind of people are you hiring into this? Are you hiring from the game space mostly, or are you also hiring film students?
YM: Both. In five years, we don't want people to be saying, "I am an animator for the video game side," and "I am an animator for the CG side." We want people saying, "I am an animator for Ubisoft Montreal."
You want the line between CG animation and real-time animation to blur, so that there is no such thing as uninteractive content, right?
It seems like a good direction to go in some ways, because a lot of the convergence that people are talking about is simply just getting a Hollywood director to give some ideas, or getting a game producer to give some ideas to a movie.
YM: We went through that already, and we're still doing it because in a way, it's good. But one thing we see is some Hollywood directors literally excited about being able to play with tools that we've been using for ages.
Do you mean like pre-visualization tools and things like that? Their stuff is very static and specific, and you can't do as much messing around as you can otherwise.
YM: So that's one way, we've been doing that. But really, convergence is a bottom-up process. Expertise here and there can cross, but we need one product -- one vision -- to ensure that it happens.