“The goal is quite simple: to develop better games for consumers.”
—Yannis Mallat
CONTINUED FROM PAGE 20
an obvious language affinity,” says Mallat, a 35-year-
old French native who joined Ubisoft—and the
Montreal office—in 1999 as a project manager. “But
I think it was a natural choice. The city had many
things going for it.”
A city on the forefront
In many ways, the opening of the Ubisoft studio
in 1997 was the spark that ignited the VG-making
craze in Montreal. Set up on trendy Boulevard
St-Laurent downtown, the shop hired dozens of local
artistic animators, who learned the tricks of the trade
working on licensed products from Playmobil and
Disney, including the Jungle Book and Donald Duck
video games. “Most of them had never made games
before,” Mallat tells The Connection. “The whole goal
was to give them a chance to learn how.”
studio, which is by far the largest of its kind in the
city, accounting for roughly half of the 4,500 VG
creators who currently work at some 50 studios of
all sizes in Montreal. Notably, Ubisoft has hired
about 20 per cent of the 1,500 students who have
graduated from the National Animation and Design
Centre since it opened in 1992, and is sponsoring
game-making programs at several colleges around
the province.
That exercise, it seems, paid off in spades. In
2002, for example, the Montreal studio was given
the mandate to develop the newest version of
Ubisoft’s biggest-selling game, Prince of Persia. Titled
The Sands of Time, the product—the first one the
company made for home gaming consoles, as
opposed to computer versions—“revitalized the
franchise,” says Mallat.
“[Ubisoft] is the proverbial 800-pound gorilla
in the Quebec gaming market [which generated
$500 million in production revenue in 2007],” says
Wanda Meloni, founder and market analyst with
M2 Research, a leading American research firm that
tracks digital entertainment, video games, 3-D and
console trends around the world. “And being in the
same city with so many other companies makes it
easier for them to advance their capabilities further,
like with the Avatar project.”
Keeping an eye on the prize
That same year, the first big Ubisoft title to be
wholly produced at the Montreal studio hit store
shelves: Splinter Cell, a stealth game that sold 6 million copies for Microsoft’s Xbox. “That’s huge,” says
Mallat. “It was what we call a ‘system seller’—a game
so successful that it helps to drive console sales.”
Since then, the Montreal studio has produced a
string of best-selling titles, including Assassin’s Creed
(action/adventure), the Tom Clancy’s Rainbow Six
games (a tactical squad shooter game), the Far Cry
games (a first-person shooter) and the newly
released Splinter Cell: Conviction.
Mallat can be excused for feeling a little giddy
about the company he’s been keeping these days.
But he says that meeting and working with Steven
Spielberg and other Hollywood heavyweights, such
as James Cameron and Peter Jackson, for the development of cutting-edge video games based on their
latest movies hasn’t gone to his head.
“It’s a creative and collaborative effort aimed at
finding ways for two mediums to complement each
other,” says Mallat, who sold Cameron two years
ago on the idea of joining with Ubisoft and a
Montreal partner—3-D specialist Sensio—for the
development of a game in conjunction with the
production of Avatar, but with a different storyline.
“Fortunately [Cameron] shared our vision that, in
order to be good, we needed the lead time [and] the
artistic freedom to develop a really good game.”
IMAGES COURTESY OF UBISOFT
supplier profile
Name: Yannis Mallat, CEO
Company: Montreal studio of
Ubisoft
Employees: 1,900
Address: Ubisoft Montreal
5505 Boulevard St-Laurent
At the same time, the Montreal studio has become
the flagship of Ubisoft’s 23 studios worldwide. Ubisoft
plugged into the West Coast scene earlier this year
through the acquisition of Action Pants, a Vancouver-based studio. Opened in 2006 and already recognized
as a top employer and an up-and-comer in the
Canadian West Coast’s growing software scene, the
studio employs 100-plus VG developers who are
already putting the finishing touches on their first
product for Ubisoft: a licensed sports franchise
(Academy of Champions) that the French VG maker is
designing for Wii.
Montreal, QC H2T 1S6
The challenge now, says Mallat, is for the studio
to maintain a healthy balance between the production of licensed products and the development of
in-house brands—particularly in regard to VG versions of upcoming movies. “VG can explore the
universe that directors create in their movies in a
whole new way through interactivity, which is
unique to VG,” says Mallat. “Our vision of convergence is that by crossing processes, sharing tools and
having people with different skills working on the
same products, we will reach the next level. It’s complicated, but the goal is quite simple: to develop better games for consumers.” C
Phone: 514-490-2000
Web site: www.ubi.com
Items sold at Costco and
Costco.ca: Most Ubisoft
brand-name and licensed video
game products, including four
new titles this fall: Splinter Cell,
Academy of Champions,
Rabbids Go Home and Teenage
Mutant Ninja Turtles
Other titles created by Ubisoft for Wii include My
Fitness Coach, Hell’s Kitchen, Six Flags Fun Park,
Rayman Raving Rabbids TV Party and Shaun White
Snowboarding.
Comments on Costco:
Mark Cardwell is a freelance writer who grew up
playing pinball but now plays video games.
“Costco is a major player and
an innovator in its field—like
us.”—Yannis Mallat