Ubisoft Paris participates in Option Innovation!
Since 2018, our studio has been committed to Option Innovation, an annual event for middle and high school students. The goal? To introduce young people to the jobs of tomorrow in innovative places etc., like a development studio! That’s why every year, we welcome two new classes to talk to them about our jobs, our industry and answer all their questions so that they discover our world in the best conditions.
For this 2021 edition, we had the pleasure of receiving two classes – one from the Versailles Academy and the second from the Créteil Academy – directly in our premises, on October 12 and 14. Of about twenty students each, these classes discovered how we create the video games that a good part of the participants play!
And starting from the beginning: after a brief introduction to Ubisoft, its history, and the video game market, the students were able to talk about the production of a videogame. They discovered how an idea from a small number of people becomes the final game as it can be purchased and created by several hundred developers. It was an opportunity to learn a little more about the different production phases we go through when making the studio’s games!
For the rest of the presentation, Alexandre Bisiaux came to present his job as Game Designer. By what process can a gameplay idea be integrated into a game? What is the role of a Game Designer in this process, and with which teams does he work daily? Alexandre took advantage of this privileged moment with the students to recall the essential aspect of teamwork within a development studio and in the business world more generally.
Julie Martinez ended this presentation by explaining her job as a Technical Artist! A job that is not always the first one we think of when we talk about video games, but which is crucial in the context of our productions: it is by wearing a double hat both as an artist and technical expert that Julie uses the procedural tools to create the realistic and splendid open worlds of our games. In particular, she explained how she managed the snow on the buildings of a game, how she was able to faithfully and quickly reproduce the water flow on waterfalls, and more generally, how her work is apparent in an extensive part of the world Ghost Recon Breakpoint.
Following these presentations, our two developers took the time to answer all the students’ questions, focusing mainly on the diversity of the professions present within our teams (all talents have their places in the studio!) and the variety of possible training to join our ranks. A great moment of exchange for an event that allowed us to tell more about our jobs and our passion!