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Historically,
Boulevard Saint-Laurent in Montreal was the dividing line and meeting
point for all the cultures of Québec; English to the west, French to
the east, and everyone else in between.
It’s
little surprise then that the French company Ubisoft chose it as the
location for their first North American studio in 1997, and the
multiculturalism (and multilingualism) of contemporary Québec continues
to suit the company well. “It’s very convenient for us to be able to
talk the same language with creators in France, and at the same time
the people in Québec are close to the North American market,” Yannis
Mallat, CEO of Ubisoft Montreal, told Gamasutra shortly before a tour
of the studio. “They watch the same programs, they have the same
entertainment, so they know what works.”
Creativity and Innovation
Based
in a suitably aged red-brick building for Saint-Laurent, if unusually
retro for a studio that Mallat describes the ambitions “to be the
number one studio in the world; which should be defined as putting on
the market the best games, and the most commercially successful.”
Inside
the Montreal studio is surprisingly open, airy and bright, with the
internal design making the most of the building’s architecture,
featuring exposed beams, brick, and, by necessity, realms of data
cables webbing the ceiling in remarkable order.
Across
the 250,000 square feet of floor space the studio is staffed by over
1,400 people, and that’s not the limit of Ubisoft’s staff in Québec,
with roughly 100 more staff in a motion capture studio elsewhere in
Montreal and a studio of 100 in Québec City. “It’s about 85% local,”
Cedric Orvoine, Director of External Communications and Public Affairs
said, before Mallat added “It varies a lot, month after month, but
mainly locals. But we also welcome people from all over the world. UK,
China, Asia, Europe, U.S., France. Really we’re working with people
from everywhere.”
“Ubisoft
very early on saw Montreal as a future place of growth for videogames,”
said Mallat, “there were actually some players in the industry, such as
Softimage, that were already here, and also Montreal has good
universities. The Québec government was quick to foresee here was an
industry that could grow in Québec, so they actually facilitate the
establishment of studios. In Québec, though people are North American
people, there is a certain amount of European culture, so it’s always
about creativity. The people are talented creators, but they also know
what a blockbuster is. This happy combination of creativity and
innovation into something that’s always relevant to the market makes
people here well suited for working at Ubisoft.”
Campus Ubisoft
It’s
perhaps out of Ubisoft’s respect for the local job market that they
committed to building skills in Québec with Campus Ubisoft, a programme
run in conjunction with local colleges and universities. Mallat
explained his passion for the course; “We have a program with the
universities, Campus Ubisoft, and basically the universities and
colleges are working with us on programs on in level design, animation
and engineering, and all the classes are given by the university and
college professors.”
Orvoine continued, “there
are five different programs on the campus. There’s three college
programs, that are level design, animation and modelling, and there’s
two university degrees, which are what we call second-cycle degrees, so
the equivalent of a masters degree. Each program has a very, very
specific focus. So if you’re going on the animation programme, you’re
going to get really focused on 2d and 3d animation. And it’s three to
four month sessions. You have the first session where you learn the
tools and you learn the basics, and the further and further you go, the
closer you get to a real life simulation.”
Mallat
then passionately described his favourite section of the course; “the
really cool thing is that at the end of the program there is a
simulation of what it is to make a videogame with all the constraints
of reality. So they form a team; sound designer, game designer,
animator, engineer, etc. etc. and then they make a game. You know, a
small game, but the real conditions of production. And this has proved
to be very effective, and in fact, all the people who have joined
Ubisoft are performing quickly and well and they are well suited and
equipped within the real production line. And as a matter of fact all
of the producers are super happy with them.” He added, “The goal is to
make sure those people know what’s real; what really is production. We
need to teach some fundamentals, but we also need to teach how it is to
work in reality and how it affects the theory. That’s as valuable as
the fundamentals.”
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