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Ubisoft
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Ubisoft Entertainment SA (/ˈjuːbisɒft/; French: [ybisɔft];[5] formerly Ubi Soft Entertainment SA) is a French video game publisher headquartered in Saint-Mandé with development studios across the world. Its video game franchises include Anno, Assassin's Creed, Driver, Far Cry, Just Dance, Prince of Persia, Rabbids, Rayman, Tom Clancy's, and Watch Dogs.
Key Information
Ubisoft is led by chairman and CEO Yves Guillemot. The company first achieved commercial and critical success with their 1995 platform game Rayman. In 1996, the company began to expand to other parts of the world, opening studios in Annecy, Shanghai, Montreal and Milan. In recent years, Ubisoft has struggled financially, with a strong decline in revenue in 2024, and laying off 185 employees in 2025.[6][7]
History
[edit]Origins and first decade (1986–1996)
[edit]By the 1980s, the Guillemot family had established itself as a support business for farmers in the Brittany province of France and other regions, including into the United Kingdom. The five sons of the family – Christian, Claude, Gérard, Michel, and Yves – helped with the company's sales, distribution, accounting, and management with their parents before university.
All five gained business experience while at university, which they brought back to the family business after graduating. The brothers came up with the idea of diversification to sell other products of use to farmers; Claude began with selling CD audio media. Later, the brothers expanded to computers and additional software that included video games.[8]
In the 1980s, they saw that the costs of buying computers and software from a French supplier were more expensive than buying the same materials in the United Kingdom and shipping to France, and came upon the idea of a mail-order business around computers and software. Their mother said they could start their own business this way as long as they managed it themselves and equally split its shares among the five of them.
Their first business was Guillemot Informatique, founded in 1984.[9] They originally only sold through mail order, and then were getting orders from French retailers, since they were able to undercut other suppliers by up to 50% of the cost of some titles. By 1986, this company was earning about 40 million French francs (roughly US$5.8 million at that time).[9] In 1985, the brothers established Guillemot Corporation for similar distribution of computer hardware.[9] As demand continued, the brothers recognised that video game software was becoming a lucrative property and decided that they needed to get into the industry's development side, already having insight on the publication and distribution side.[8]
Ubi Soft (formally named Ubi Soft Entertainment S.A.) was founded by the brothers on 28 March 1986.[10][11] The name "Ubi Soft" was selected to represent "ubiquitous" software.[12]
Ubi Soft initially operated out of offices in Paris, moving to Créteil by June 1986.[13][14] The brothers used the chateau in Brittany as the primary space for development, hoping the setting would lure developers, as well as to have a better way to manage expectations of their developers.[8] The company hired Nathalie Saloud as manager, Sylvie Hugonnier as director of marketing and public relations, and programmers, though Hugonnier had left the company by May 1986 to join Elite Software.[15] Games published by Ubi Soft in 1986 include Zombi, Ciné Clap, Fer et Flamme, Masque, and Graphic City, a sprite editing program.[16][17][18][19] As their first game, Zombi had sold 5,000 copies by January 1987.[20][19] Ubi Soft also entered into distribution partnerships for the game to be released in Spain and West Germany.[19] Ubi Soft started importing products from abroad for distribution in France, with 1987 releases including Elite Software's Commando and Ikari Warriors, the former of which sold 15,000 copies by January 1987.[19][21] In 1988, Yves Guillemot was appointed as Ubi Soft's chief executive officer.[11]
By 1988, the company had about 6 developers working from the chateau. These included Michel Ancel, a teenager at the time noted for his animation skills,[8] and Serge Hascoët, who applied to be a video game tester for the company.[22] The costs of maintaining the chateau became more expensive, and the developers were given the option to relocate to Paris. Ancel's family which had moved to Brittany for his job could not afford the cost of living in Paris and returned to Montpellier in southern France. The Guillemot brothers told Ancel to keep them abreast of anything he might come up with there.[8] Ancel returned with Frédéric Houde with a prototype of a game with animated features that caught the brothers' interest. Michel Guillemot decided to make the project a key one for the company, establishing a studio in Montreuil to house over 100 developers in 1994, and targeting a line of 5th generation consoles such as the Atari Jaguar and PlayStation. Their game, Rayman, was released in 1995.[8] Yves managed Guillemot Informatique, making deals with Electronic Arts, Sierra On-Line and MicroProse to distribute their games in France. Guillemot Informatique began expanding to other markets, including the United States, the United Kingdom, and Germany. They entered the video game distribution and wholesale markets and by 1993 had become the largest distributor of video games in France.[23]
Worldwide growth (1996–2003)
[edit]In 1996, Ubi Soft listed its initial public offering and raised over US$80 million in funds to help them to expand the company.[8] Within 2 years, the company established worldwide studios in Annecy (1996), Shanghai (1996), Montreal (1997), and Milan (1998).
A difficulty that the brothers found was the lack of an intellectual property that would have a foothold in the United States market.[8] When "widespread growth" of the Internet arrived around 1999, the brothers decided to take advantage of this by founding game studios aimed at online free-to-play titles, including GameLoft; this allowed them to license the rights to Ubi Soft properties to these companies, increasing the share value of Ubi Soft five-fold. With the extra infusion of €170 million, they were able to then purchase Red Storm Entertainment in 2000, giving them access to the Tom Clancy's series of stealth and spy games.[8] Ubi Soft helped with Red Storm to continue to expand the series, bringing titles like Tom Clancy's Ghost Recon and Tom Clancy's Rainbow Six series.[8] The company got a foothold in the United States when it worked with Microsoft to develop Tom Clancy's Splinter Cell, an Xbox-exclusive title released in 2002 to challenge the PlayStation-exclusive Metal Gear Solid series, by combining elements of Tom Clancy's series with elements of an in-house developed game called The Drift.[8]
In March 2001, Gores Technology Group sold The Learning Company's entertainment division (which included games originally published by Broderbund, Mattel Interactive, Mindscape and Strategic Simulations) to them. The sale included the rights to intellectual properties such as the Myst and Prince of Persia series.[24] Ubisoft Montreal developed the Prince of Persia title into Prince of Persia: The Sands of Time released in 2003.[8] At the same time, Ubi Soft released Beyond Good & Evil, Ancel's project after Rayman; it was one of Ubi Soft's first commercial "flops" on its release but which since has gained a cult following.[8]
Around 2001, Ubi Soft established its editorial department headed by Hascoët, initially named as editor in chief and later known as the company's Chief Content Officer. Hascoët had worked alongside Ancel on Rayman in 1995 to help refine the game, and saw the opportunity to apply that across all of Ubi Soft's games.[25][26] Until 2019, most games published by Ubisoft were reviewed through the editorial department overseen by Hascoët.[27]
Continued expansion (2003–2015)
[edit]
On 9 September 2003, Ubi Soft announced that it would change its name to Ubisoft, and introduced a new logo known as "the swirl".[29][30] In December 2004, gaming corporation Electronic Arts purchased a 19.9% stake in the firm. Ubisoft referred to the purchase as "hostile" on EA's part.[31] Ubisoft's brothers recognised they had not considered themselves within a competitive market, and employees had feared that an EA takeover would drastically alter the environment within Ubisoft. EA's CEO at the time, John Riccitiello, assured Ubisoft the purchase was not meant as a hostile manoeuvre, and EA ended up selling the shares in 2010.[8]
In February 2005, Ubisoft acquired the NHL Rivals, NFL Fever, NBA Inside Drive and MLB Inside Pitch franchises from Microsoft Game Studios.[32] On January 8, 2009, Square Enix signed an agreement with Ubisoft where the former would work to assist the latter in distributing their video games in Japan.[33]
Ubisoft established another IP, Assassin's Creed, first launched in 2007; Assassin's Creed was originally developed by Ubisoft Montreal as a sequel to Prince of Persia: The Sands of Time and instead transitioned to a story about Assassins and the Templar Knights.[8] In July 2006, Ubisoft bought the Driver franchise from Atari for a sum of €19 million in cash for the franchise, technology rights, and most assets. Within 2008, Ubisoft made a deal with Tom Clancy for perpetual use of his name and intellectual property for video games and other auxiliary media.[34] In July 2008, Ubisoft made the acquisition of Hybride Technologies, a Piedmont-based studio. In November 2008, Ubisoft acquired Massive Entertainment from Activision.[35] In January 2013, Ubisoft acquired South Park: The Stick of Truth from THQ for $3.265 million.
Ubisoft announced plans in 2013 to invest $373 million into its Quebec operations over 7 years. The publisher is investing in the expansion of its motion capture technologies and consolidating its online games operations and infrastructure in Montreal. By 2020, the company would employ more than 3,500 staff at its studios in Montreal and Quebec City.[36] In February 2013, it began offering games from third-party publisher including Electronic Arts and Warner Bros. Interactive Entertainment on Uplay and its own games to EA's Origin.[37]
In July 2013, Ubisoft announced a breach in its network resulting in the potential exposure of up to 58 million accounts including usernames, email address, and encrypted passwords. The firm denied any credit/debit card information could have been compromised, issued directives to all registered users to change their account passwords, and recommended updating passwords on any other website or service where a same or similar password had been used.[38] All the users who registered were emailed by the Ubisoft company about the breach and a password change request. Ubisoft promised to keep the information safe.[39]
In March 2015, the company set up a Consumer Relationship Centre in Newcastle-upon-Tyne. The centre is intended to integrate consumer support teams and community managers. Consumer Support and Community Management teams at the CRC are operational 7 days a week.[40]
Attempted takeover by Vivendi (2015–2018)
[edit]Since around 2015, the French mass media company Vivendi has been seeking to expand its media properties through acquisitions and other business deals. In addition to advertising firm Havas, Ubisoft was one of the first target properties identified by Vivendi, which as of September 2017 has an estimated valuation of $6.4 billion.[41][42] Vivendi, in two actions during October 2015, bought shares in Ubisoft stock, giving them a 10.4% stake in Ubisoft, an action that Yves Guillemot considered "unwelcome" and feared a hostile takeover.[43] In a presentation during the Electronic Entertainment Expo 2016, Yves Guillemot stressed the importance that Ubisoft remain an independent company to maintain its creative freedom.[44] Guillemot later described the need to fight off the takeover: "...when you're attacked with a company that has a different philosophy, you know it can affect what you've been creating from scratch. So you fight with a lot of energy to make sure it can't be destroyed."[45] Vice-president of Live Operations, Anne Blondel-Jouin, expressed similar sentiment in an interview with PCGamesN, stating that Ubisoft's success was partly due to "...being super independent, being very autonomous."[46][47]
Vivendi acquired stake in mobile game publisher Gameloft, owned by the Guillemots, and started acquiring Ubisoft shares.[48][43] In the following February, Vivendi acquired €500 million worth of shares in Gameloft, gaining more than 30% of the shares and requiring the company under French law to make a public tender offer; this action enabled Vivendi to complete the takeover of Gameloft by June 2016.[49][50][51] Following Vivendi's actions with Gameloft in February 2016, the Guillemots asked for more Canadian investors in the following February to fend off a similar Vivendi takeover;[52][53][54] by this point, Vivendi had increased their share in Ubisoft to 15%, exceeding the estimated 9% that the Guillemots owned.[50][52] By June 2016, Vivendi had increased its shares to 20.1% and denied it was in the process of a takeover.[55]
By the time of Ubisoft's annual board meeting in September 2016, Vivendi had gained 23% of the shares, while the Guillemots were able to increase their voting share to 20%. A request was made at the board meeting to place Vivendi representatives on Ubisoft's board, given the size of their shareholdings. The Guillemots argued against this, reiterating that Vivendi should be seen as a competitor, and succeeded in swaying other voting members to deny any board seats to Vivendi.[56]
Vivendi continued to buy shares in Ubisoft, approaching the 30% mark that could trigger a takeover; as of December 2016, Vivendi held a 25.15% stake in Ubisoft.[57] Reuters reported in April 2017 that Vivendi's takeover of Ubisoft would likely happen that year[41] and Bloomberg Businessweek observed that some of Vivendi's shares would reach the 2-year holding mark, which would grant them double voting power, and would likely meet or exceed the 30% threshold.[58] The Guillemot family has since raised its stake in Ubisoft; as of June 2017, the family held 13.6% of Ubisoft's share capital, and 20.02% of the company's voting rights.[59] In October 2017, Ubisoft announced it reached a deal with an "investment services provider" to help them purchase back 4 million shares by the end of the year, preventing others, specifically Vivendi, from buying these.[60]
In the week before Vivendi would gain double-voting rights for previously purchased shares, the company, in quarterly results published in November 2017, announced that it had no plans to acquire Ubisoft for the next 6 months, nor would seek board positions due to the shares they held during that time, and that it "would ensure that its interest in Ubisoft would not exceed the threshold of 30% through the doubling of its voting rights." Vivendi remained committed to expanding in the video game sector, identifying that their investment in Ubisoft could represent a capital gain of over 1 billion euros.[61]
On 20 March 2018, Ubisoft and Vivendi struck a deal ending any potential takeover, with Vivendi agreeing to sell all of its shares, over 30 million, to other parties and agreeing to not buy any Ubisoft shares for 5 years. Some of those shares were sold to Tencent, which after the transaction held about 5.6 million shares of Ubisoft (approximately 5% of all shares).[62] The same day, Ubisoft announced a partnership with Tencent to help bring their games onto the Chinese market.[63] Vivendi completely divested its shares in Ubisoft by March 2019.[64][65]
Investment by Tencent (2018–2022)
[edit]Since 2018, Ubisoft's studios have continued to focus on some franchises, including Assassin's Creed, Tom Clancy's, Far Cry, and Watch Dogs. As reported by Bloomberg Businessweek, while Ubisoft as a whole had nearly 16,000 developers by mid-2019, larger than some of its competitors, and producing 5 to 6 major AAA releases each year compared to the 2 or 3 from the others, the net revenue earned per employee was the lowest of the 4 due to generally lower sales of its games.[citation needed] Bloomberg Business attributed this partially due to spending trends by video game consumers purchasing fewer games with long playtimes, as most of Ubisoft's major releases tend to be. To counter this, Ubisoft in October 2019 postponed 3 of the 6 titles it had planned in 2019 to 2020 or later, as to help place more effort on improving the quality of the existing and released games.[66] Due to overall weak sales in 2019, Ubisoft stated in January 2020 that it would be reorganizing its editorial board to provide a more comprehensive look at its game portfolio and devise greater variation in its games which Ubisoft's management said had fallen stagnant, too uniform and had contributed to weak sales.[67]
Stemming from a wave of sexual misconduct accusations of the #MeToo movement in June and July 2020, Ubisoft had a number of employees accused of misconduct from both internal and external sources. Between Ubisoft's internal investigation and a study by the newspaper Libération, employees had been found to have records of sexual misconduct and troubling behaviour, going back up to 10 years, which had been dismissed by the human resources departments. As a result, some Ubisoft staff either quit or were fired, including Hascoët, Maxime Béland, the co-founder of Ubisoft Toronto, and Yannis Mallat, the managing director of Ubisoft's Canadian studios.[68][22] Yves Guillemot implemented changes in the company to address these issues as it further investigated the extent of the misconduct claims.[69]
Ubisoft stated in its end of 2020 fiscal year investor call in February 2021 that the company will start to make AAA game releases less of a focus and put more focus on mobile and freemium games following fiscal year 2022. CFO Frederick Duguet stated to investors that "we see that we are progressively, continuously moving from a model that used to be only focused on AAA releases to a model where we have a combination of strong releases from AAA and strong back catalog dynamics, but also complimenting our program of new releases with free-to-play and other premium experiences."[70] Later that year, the company announced it would start branding games developed by its first-party developers as "Ubisoft Originals".[71]
In 2021, they announced that they would be making an open world Star Wars game.[72] The deal marked an end to EA's exclusive rights to make Star Wars titles. In October 2021, Ubisoft participated in a round of financing in Animoca Brands.[73]
In November 2021, Ubisoft announced the development of their first Ubisoft Entertainment Center, created by experience design firm Storyland Studios and Alterface. The first location is set to open in Studios Occitanie Méditerranée by 2025.[74]
Ubisoft has been increasingly involved in blockchain-based video games since the later 2010s. The company is a co-founder of the Blockchain Game Alliance, which was established in September 2018[75][76] and is a consortium of several companies active in the blockchain space that seeks to explore the potential applications of this technology in the video game industry and publicly promotes the use of blockchain-based content in video games.[77] According to Yves Guillemot, one of Ubisoft's co-founders, crypto-based content in video games will allow players to actually own digital content within it, while growing the video game industry in the process.[76] Ubisoft furthermore announced its Ubisoft Quartz blockchain program in December 2021, allowing players to buy uniquely identified customization items for games and then sell and trade them based on the Tezos currency, which Ubisoft claimed was an energy efficient cryptocurrency. This marked the first "AAA" effort into blockchain games.[78] The announcement was heavily criticized by audiences, with the Quartz announcement video attaining a dislike ratio of 96% on YouTube. Ubisoft subsequently unlisted the video from YouTube.[79][80] The announcement was also criticized internally by Ubisoft developers.[81][82]
In July 2022, Ubisoft announced that it had cancelled Splinter Cell VR and Ghost Recon Frontline, along with two other unannounced titles.[83] In September, Tencent invested another €300 million into Guillemot Brothers Limited, the company that holds part of the Guillemots' ownership of Ubisoft. This gave Tencent 49.9% ownership in this holding company and increased the Guillemots' share of voting rights within Ubisoft to about 30%. Yves Guillemot said that Tencent would be working closely with Ubisoft, helping to bring their games into China while assisting in paying off Ubisoft's debts and preventing the company from potential buyouts.[84]
Financial concerns and reorganization (2023–present)
[edit]Citing disappointing financial results in the previous quarter, Ubisoft cancelled another three previously unannounced games in January 2023.[85] In an email to staff, Yves Guillemot told employees to take responsibility for the company's forthcoming projects, asking that "each of you be especially careful and strategic with your spending and initiatives, to ensure we're being as efficient and lean as possible", while also saying that "The ball is in your court to deliver this line-up on time and at the expected level of quality, and show everyone what we are capable of achieving."[86][87] Union workers at Ubisoft Paris took issue with this message, calling for a strike and demanding higher salaries and improved working conditions.[88]
In August 2023, Ubisoft announced that it had reached a 15-year agreement with Microsoft to license the cloud gaming rights to Activision Blizzard titles; this came as part of efforts by Microsoft to receive approval from the UK Competition and Markets Authority (CMA) for its acquisition of Activision Blizzard. The agreement would allow Activision Blizzard games to appear on Ubisoft+, and allow Ubisoft to sublicense the cloud gaming rights for the games to third-parties.[89][90]
As part of a cost reduction plan, Ubisoft reduced its number of employees from 20,279 in 2022 to 19,410 in September 2023.[91] In November 2023, Ubisoft laid off 124 employees from its VFX and IT teams.[92] In March 2024, Ubisoft laid off 45 employees from its publishing teams.[93] Another 45 employees were cut between its San Francisco and Cary, North Carolina offices in August 2024.[94] By the end of September 2024, Ubisoft had reduced its number of employees to 18,666.[95]
In 2024, Ubisoft released multiple games that experienced underperforming sales and declining playerbases post-launch, which included Avatar: Frontiers of Pandora, Skull and Bones, XDefiant, and Star Wars Outlaws, causing its stock to fall to nearly its lowest levels in the previous decade.[96] As a result, the company announced they were launching an investigation of their development cycles to focus on a "player-centric approach", and opted to delay its next major flagship game, Assassin's Creed Shadows, from November 2024 to February 2025.[97]
On 16 October 2024, over 700 Ubisoft employees in France began a three-day strike, protesting the company's requirement to return to the office three days a week. The strike, organized by the STJV union, involved Ubisoft's offices in Paris, Montpellier, Lyon, and Annecy. Workers expressed dissatisfaction over a lack of flexibility, salary increases, and profit-sharing, which they believe the company has ignored. Ubisoft has yet to address the union's concerns.[98]
In December 2024, Ubisoft announced that their free-to-play game XDefiant would be shutting down in June 2025, less than a year after its initial release.[99] They also announced that its lead development studio Ubisoft San Francisco, and Ubisoft Osaka, were to close, resulting in up to 277 employees being laid off.[100]
In January 2025, Ubisoft closed the Ubisoft Leamington studio and downsized several other studios, resulting in up to 185 staff being laid off as part of ongoing cost-cutting measures.[101][102]
Around September 2024, one of Ubisoft's shareholders, AJ Investments, stated they were seeking to have the company purchased by a private equity firm and would push out the Guillemot family and Tencent from ownership of the company.[103] Bloomberg News reported in October 2024 that the Guillemots and Tencent were considering this and other alternatives to shift ownership of the company in light of the recent poor financial performance.[104] Later reports in December 2024 suggested that Tencent was seeking to capture a majority stake in Ubisoft and take the company private, while still giving the Guillemot family control of Ubisoft.[105] In January 2025, it was reported that the Guillemots had also considered carving out certain Ubisoft assets into a new subsidiary, which would allow Tencent to make targeted investments to increase the company's overall value.[106] Ubisoft announced this subsidiary on 27 March 2025, devoted to its flagship Assassin's Creed, Far Cry, and Rainbow Six franchises; the subsidiary will consist of the franchises' assets and development teams, and have dedicated leadership. Tencent will make a €1.16 billion investment in the new subsidiary, giving it a 25% stake at a valuation of €4 billion; the value of this subsidiary is larger than the current valuation of Ubisoft, which is based on Tencent's belief that these properties are undervalued. Ubisoft stated that the subsidiary would "focus on building game ecosystems designed to become truly evergreen and multi-platform".[107][108][109] The new subsidiary, Vantage Studios, was unveiled in October 2025,[110] with Christophe Derennes and Charlie Guillemot to be co-CEOs.[111]
With its financial quarterly report on July 2025, Ubisoft stated that it will reorganize into "creative houses" that will "enhance quality, focus, autonomy and accountability while fostering closer connections with players", with the previously announced Tencent-backed subsidiary as an example of such a division.[112] At the end of August, Ubisoft sold the rights to five of their titles, including Grow Home and Cold Fear, to Atari SA.[113] During October 2025, Ubisoft said they were looking to cut about 60 positions at Ubisoft Redlynx, and pushed for voluntarily layoffs at Massive.[114][115]
Subsidiaries
[edit]| Name | Location | Founded | Acquired | Ref. |
|---|---|---|---|---|
| 1492 Studio | Vailhauquès, France | 2014 | March 2018 | [116] |
| Blue Mammoth Games | Atlanta, United States | 2009 | March 2018 | [117] |
| Green Panda Games | Paris, France | 2013 | July 2019 | [118] |
| Hybride Technologies | Piedmont, Quebec, Canada | 1991 | 2008 | |
| i3D.net | Rotterdam, Netherlands | 2002 | March 2019 | [119] |
| Ketchapp | Paris, France | March 2014 | September 2016 | [120] |
| Kolibri Games | Berlin, Germany | 2016 | February 2020 | [121] |
| Massive Entertainment | Malmö, Sweden | 1997 | November 2008 | |
| Owlient | Paris, France | 2005 | 2011 | |
| Quazal | Montreal, Canada | 1998 | November 2010 | [122][123][124] |
| Red Storm Entertainment | Cary, North Carolina, United States | November 1996 | August 2000 | |
| Ubisoft Abu Dhabi | Abu Dhabi, United Arab Emirates | October 2011 | — | |
| Ubisoft Annecy | Annecy, France | 1996 | ||
| Ubisoft Barcelona | Barcelona, Spain | 1998 | ||
| Ubisoft Barcelona Mobile | Barcelona, Spain | 2002 | September 2013 | |
| Ubisoft Belgrade | Belgrade, Serbia | November 2016 | — | [125] |
| Ubisoft Berlin | Berlin, Germany | January 2018 | [126] | |
| Ubisoft Bordeaux | Bordeaux, France | September 2017 | [127] | |
| Ubisoft Bucharest | Bucharest, Romania | 1992 | ||
| Ubisoft Chengdu | Chengdu, Sichuan, China | 2008 | ||
| Ubisoft Düsseldorf | Düsseldorf, Germany | October 1988 | January 2001 | [128] |
| Ubisoft Da Nang | Da Nang, Vietnam | September 2019 | — | [129] |
| Ubisoft Halifax | Halifax, Nova Scotia, Canada | 2003 | October 2015 | |
| Ubisoft Ivory Tower | Villeurbanne, France | September 2007 | October 2015 | |
| Ubisoft Kyiv | Kyiv, Ukraine | April 2008 | — | |
| Ubisoft Mainz | Mainz, Germany | October 1988 | January 2001 | [128] |
| Ubisoft Milan | Milan, Italy | 1998 | — | |
| Ubisoft Montpellier | Castelnau-le-Lez, France | 1994 | ||
| Ubisoft Montreal | Montreal, Canada | 1997 | ||
| Ubisoft Mumbai | Mumbai, India | June 2018 | [130] | |
| Ubisoft Nadeo | Paris, France | November 2000 | October 2009 | |
| Ubisoft Odesa | Odesa, Ukraine | March 2018 | — | [130] |
| Ubisoft Paris | Montreuil, France | 1992 | — | |
| Ubisoft Paris Mobile | Montreuil, France | 2013 | ||
| Ubisoft Film & Television | Montreuil and Los Angeles | January 2011 | [131] | |
| Ubisoft Philippines | Taguig, Philippines | March 2016 | ||
| Ubisoft Pune | Pune, India | 2000 | 2008 | |
| Ubisoft Quebec | Quebec City, Canada | June 2005 | — | |
| Ubisoft Redlynx | Helsinki, Finland | August 2000 | November 2011 | |
| Ubisoft Reflections | Newcastle upon Tyne, England | July 1984 | July 2006 | |
| Ubisoft Saguenay | Chicoutimi, Canada | February 2018 | — | |
| Ubisoft Shanghai | Shanghai, China | 1996 | ||
| Ubisoft Sherbrooke | Sherbrooke, Canada | November 2021 | ||
| Ubisoft Singapore | Singapore | July 2008 | ||
| Ubisoft Sofia | Sofia, Bulgaria | 2006 | ||
| Ubisoft Stockholm | Stockholm, Sweden | 2017 | ||
| Ubisoft Toronto | Toronto, Canada | May 2010 | ||
| Ubisoft Winnipeg | Winnipeg, Canada | April 2018 | ||
| Vantage Studios | A consolation of portions of teams from Montreal, Quebec, Sherbrooke, Saguenary, Barcelona, and Sofia that will primarily oversee the Assassin’s Creed, Far Cry, Rainbow Six IPs. | October 2025 | [132] |
Former
[edit]| Name | Location | Founded | Acquired | Closed | Ref. |
|---|---|---|---|---|---|
| GAME Studios | Los Angeles, United States | January 2001 | March 2001 | March 2001 | [133][134][135] |
| Microïds Canada | Montreal, Canada | — | March 2005 | March 2005 | [136] |
| Related Designs | Mainz, Germany | 1995 | April 2013 | June 2014 | [137][138] |
| Sinister Games | Chapel Hill, North Carolina, United States | 1997 | May 2000 | 2003 | [139][140][141] |
| Southlogic Studios | Porto Alegre, Brazil | 1996 | January 2009 | January 2009 | [142] |
| Sunflowers Interactive | Heusenstamm, Germany | 1993 | April 2007 | April 2007 | [143] |
| THQ Montreal | Montreal, Canada | October 2010 | January 2013 | January 2013 | [144][145] |
| Tiwak | Montpellier, France | August 2000 | December 2003 | March 2011 | [146][147][148] |
| Ubi Studios | Oxford, England | — | May 2000 | — | [149][140][150] |
| Ubisoft Casablanca | Casablanca, Morocco | April 1998 | — | June 2016 | [151] |
| Ubisoft Leamington | Leamington Spa, England | November 2002 | January 2017 | January 2025 | [101] |
| Ubisoft London | London, England | 2009 | October 2013 | September 2023 | [152] |
| Ubisoft Osaka | Osaka, Japan | 1996 | 2008 | December 2024 | [153] |
| Ubisoft San Francisco | San Francisco, United States | 2009 | — | December 2024 | [153] |
| Ubisoft Sao Paulo | São Paulo, Brazil | July 2008 | — | 2010 | [154][155] |
| Ubisoft Vancouver | Vancouver, Canada | 2006 | February 2009 | January 2012 | [156][157] |
| Ubisoft Zurich | Thalwil, Switzerland | August 2011 | — | October 2013 | [158][159] |
| Wolfpack Studios | Round Rock, Texas, United States | 1999 | March 2004 | May 2006 | [160][161][162] |
Technology
[edit]Ubisoft Connect
[edit]Ubisoft Connect, formerly Uplay, is a digital distribution, digital rights management, multiplayer and communications service for PC created by Ubisoft. First launched alongside Assassin's Creed II as a rewards program to earn points towards in-game content for completing achievements within Ubisoft, it expanded into a desktop client and storefront for Windows machine alongside other features. Ubisoft then separated the rewards program out as its Ubisoft Club program, integrated with Uplay. Ubisoft Connect was announced in October 2020 as a replacement for UPlay and its Ubisoft Club to launch on 29 October 2020 alongside Watch Dogs: Legion. Connect replaces UPlay and the club's previous functions while adding support for cross-platform play and save progression for some games. It includes the same reward progression system that the Club offered to gain access to in-game content.[163] Some games on the UPlay service will not be updated to support these reward features that they previously had under the Ubisoft Club; for those, Ubisoft will unlock all rewards for all players.[164]
Uplay/Ubisoft Connect serves to manage the digital rights for Ubisoft's games on Windows computers, which has led to criticism when it was first launched, as some games required always-on digital rights management, causing loss of save game data should players lose their Internet connection. The situation was aggravated after Ubisoft's servers were struck with denial of service attacks that made the Ubisoft games unplayable due to this DRM scheme. Ubisoft eventually abandoned the always-on DRM scheme and still require all Ubisoft games to perform a start-up check through Uplay/Ubisoft Connect servers when launched.[165][166][167][168]
Game engines
[edit]Ubisoft Anvil
[edit]Ubisoft Anvil, formerly named Scimitar, is a proprietary game engine developed wholly within Ubisoft Montreal in 2007 for the development of the first Assassin's Creed game and has since been expanded and used for most Assassin's Creed titles and other Ubisoft games, including Ghost Recon Wildlands, Ghost Recon Breakpoint and For Honor.[169]
Disrupt
[edit]The Disrupt game engine was developed by Ubisoft Montreal and is used for the Watch Dogs games.[170][171][172][173] Developer Ubisoft Montreal spent four years creating the engine.[174][175] The majority of Disrupt was built from scratch and uses a multithreaded renderer, running on fully deferred physically based rendering pipeline with some technological twists to allow for more advanced effects.[176][177] The engine also has a feature that allows players to connect and disconnect their game from others without causing major disruptions in the game environment or storyline progress.[178] Its open world city management comes from AnvilNext while its vegetation and AI are from Dunia.[179] Parts of the engine were originally intended for another game in the Driver franchise.[180][181]
Dunia
[edit]The Dunia engine is a software fork of the CryEngine that was originally developed by Crytek, with modifications made by Ubisoft Montreal. The CryEngine at the time could render some outdoor environmental spaces. Crytek had created a demo of its engine called X-Isle: Dinosaur Island which it had demonstrated at the Electronic Entertainment Expo 1999. Ubisoft saw the demo and had Crytek build out the demo into a full title, becoming the first Far Cry, released in 2004.[182] That year, Electronic Arts established a deal with Crytek to build a wholly different title with an improved version of the CryEngine, leaving them unable to continue work on Far Cry.[183] Ubisoft assigned Ubisoft Montreal to develop console versions of Far Cry, and arranging with Crytek to have all rights to the Far Cry series and a perpetual licence on the CryEngine.[184]
In developing Far Cry 2, Ubisoft Montreal modified the CryEngine to include destructible environments and a more realistic physics engine. This modified version became the Dunia engine which premiered with Far Cry 2 in 2008.[185][186] The Dunia engine continued to be improved, such as adding weather systems, and used as the basis of all future Far Cry games, and Avatar: The Game, developed by Ubisoft Montreal.[187][188]
Ubisoft introduced the Dunia 2 engine first in Far Cry 3 in 2012,[189] which was made to improve the performance of Dunia-based games on consoles and to add more complex rendering features such as global illumination.[190][191] The Dunia 2 engine was further refined in Far Cry 4,[192][193] and Far Cry 5.[194][195] According to Remi Quenin, one of the engine's architects at Ubisoft Montreal, the state of the Dunia engine by 2017 included "vegetation, fire simulation, destruction, vehicles, systemic AI, wildlife, weather, day/night cycles, [and] non linear storytelling" which are elements of the Far Cry games.[196] For Far Cry 6, Ubisoft introduced more features to the Dunia 2 engine such as ray tracing support on the PC version,[197][198] and support for AMD's open source variable resolution technology, FidelityFX Super Resolution.[199][200] Aside from the main entries in the Far Cry series, the Dunia 2 engine is also used in the spin-off games. These include Far Cry 3: Blood Dragon,[201] Far Cry Primal,[202][203] and Far Cry New Dawn.[204]
Snowdrop
[edit]The Snowdrop game engine was co-developed by Massive Entertainment and Ubisoft for Tom Clancy's The Division.[205][206] The core of the game engine is powered by a "node-based system" which simplifies the process of connecting different systems like rendering, AI, mission scripting and the user interface.[207][208] The engine is also used in other Ubisoft games such as South Park: The Fractured but Whole,[209] Mario + Rabbids: Kingdom Battle,[210] Starlink: Battle for Atlas,[211] Avatar: Frontiers of Pandora,[212][213] and Star Wars Outlaws.[214][215]
Games
[edit]According to Guillemot, Ubisoft recognised that connected sandbox games, with seamless switches between single and multiplayer modes provided the players with more fun, leading the company to switch from pursuing single-player only games to internet connected ones.[216] According to Guillemot, Ubisoft internally refers to its reimagined self as 'before The Division' and an 'after The Division'.[216]
In an interview with The Verge, Anne Blondel-Jouin, executive producer of The Crew turned vice-president of live operations,[216][217] noted that The Crew was an early game of Ubisoft's to require a persistent internet connection in order to play.[216] This raised concerns for gamers and internally at the company.[216]
Film and television
[edit]In 1999, 12 years before the founding of Ubisoft Film & Television, a 3D animated Rayman series known as Rayman: The Animated Series was produced to help promote Rayman 2: The Great Escape, which was released the same year. The series was produced in-house by Ubisoft. In 2011, Ubisoft initiated its Ubisoft Film & Television division (then named Ubisoft Motion Pictures). Initially developing media works tied to Ubisoft's games, it has since diversified to other works including about video games. Productions include the live-action film Assassin's Creed (2016) and the series Rabbids Invasion (2013–2022) and Mythic Quest (2020–2025).
Litigation
[edit]2020 sexual misconduct accusations and dismissals
[edit]Other lawsuits
[edit]- In 2008, Ubisoft sued Optical Experts Manufacturing (OEM), a DVD duplication company for $25 million plus damages for the leak and distribution of the PC version of Assassin's Creed. The lawsuit claims that OEM did not take proper measures to protect its product as stated in its contract with Ubisoft. The complaint alleges that OEM admitted to all the problems in the complaint.[218]
- In April 2012, Ubisoft was sued by John L. Beiswenger, the author of the book Link who alleged copyright infringement for using his ideas in the Assassin's Creed franchise. He demanded $5.25 million in damages and a halt to the release of Assassin's Creed III which was set to be released in October 2012, along with any future games that allegedly contain his ideas.[219] On 30 May 2012, Beiswenger dropped the lawsuit. Beiswenger was later quoted as saying he believes "authors should vigorously defend their rights in their creative works", and suggested that Ubisoft's motion to block future lawsuits from Beiswenger hints at their guilt.[220][221][failed verification]
- In December 2014, Ubisoft offered a free game from their catalogue of recently released titles to compensate the season pass owners of Assassin's Creed Unity due to its buggy launch. The terms offered with the free game revoked the user's right to sue Ubisoft for the buggy launch of the game.[222]
- In May 2020, Ubisoft sued Chinese developer Ejoy and Apple and Google over Ejoy's Area F2 game which Ubisoft contended was a carbon copy of Tom Clancy's Rainbow Six Siege. Ubisoft sought copyright action against Ejoy, and financial damages against Apple and Google for allowing Area F2 to be distributed on their mobile app stores and profiting from its microtransactions.[223]
- In November 2024, two Californians—Matthew Cassell and Alan Liu—filed a class action lawsuit against Ubisoft in the United States District Court for the Eastern District of California, after Ubisoft announced the shutdown of The Crew servers. Cassell and Liu accused the company of misleading players into believing that their purchases of the game were permanent instead of buying limited licenses and for "falsely represent[ing]" that the physical copies contained the game's files instead of simply a key to unlock the DRM for the game.[224][225]
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External links
[edit]Ubisoft
View on GrokipediaHistory
Founding and early development (1986–1996)
![28 Rue Armand Carrel, Montreuil][float-right] Ubisoft Entertainment SA was founded on March 28, 1986, by five brothers—Christian, Claude, Gérard, Michel, and Yves Guillemot—in Montreuil-sous-Bois, France. The company initially operated as a distributor of third-party video games and software, capitalizing on the emerging market for personal computing in Europe. The Guillemots, from a family background in selling computer hardware to farmers in Brittany, established Ubisoft to import and distribute foreign titles, acting as intermediaries between international developers and European consumers.[1][11] In its early years, Ubisoft focused on building a robust distribution network. By 1988, it secured distribution agreements with major American publishers including Sierra On-Line, MicroProse, and Electronic Arts, enabling the company to bring U.S. software to the French and broader European markets. The following year, in 1989, Ubisoft opened its first international subsidiary in the United Kingdom, marking the beginning of overseas expansion. This distribution model allowed the company to grow steadily amid the 8-bit and early 16-bit console eras, handling titles for platforms like Amstrad CPC and Atari ST.[11] By the early 1990s, Ubisoft transitioned from pure distribution to publishing and in-house development. The company began publishing European-localized versions of games, such as Civilization in 1991, and acquired console licenses from Sony and Sega around 1993 to support multi-platform releases. In 1994, Ubisoft launched its first internal production studios, including Ubisoft Montpellier, to create original content rather than relying solely on third-party products. Early development efforts produced titles like Zombi in 1990, an adaptation of George A. Romero's zombie theme for home computers.[1][11] A pivotal milestone came in 1995 with the release of Rayman, developed by the newly established Ubisoft Montpellier studio. This 2D platformer, featuring limbless protagonist Rayman pursuing the villain Mr. Dark, achieved critical and commercial success, selling over 6.5 million copies by 2001 and establishing Ubisoft's capability for original IP creation targeted at family audiences. In 1996, Ubisoft went public on the Paris stock exchange, providing capital for further growth, and released racing titles POD—which sold over 2 million units—and F1 Racing, reinforcing its emerging development prowess.[12][11]Global expansion and key acquisitions (1996–2003)
In July 1996, Ubi Soft Entertainment conducted its initial public offering on the Paris Stock Exchange's Second Marché, raising approximately €80 million to finance international growth and studio investments.[13][14] This listing provided the financial resources to shift from a primarily French-centric operation to a global developer, enabling the recruitment of international talent and the establishment of cost-effective production hubs in regions with lower labor expenses, such as Eastern Europe and North Africa.[15] The company rapidly expanded its studio network starting in 1996, opening facilities in Annecy, France, for advanced graphics work, and Shanghai, China, to tap into emerging Asian markets and manufacturing capabilities.[16] In 1997, Ubisoft Montreal was founded in Quebec, Canada, initially focusing on 3D development and quickly growing into a major production center due to government incentives and skilled workforce availability. Additional studios followed in Casablanca, Morocco; Barcelona, Spain; and Milan, Italy, primarily for porting, testing, and support roles, which allowed Ubisoft to distribute workload across time zones and specialize tasks geographically.[16] By 2000, this network included over a dozen international sites, contributing to operational efficiency and localization for diverse markets. Complementing organic studio growth, Ubisoft pursued acquisitions to acquire proven technology and intellectual properties. In April 2000, it purchased Sinister Games, a small developer, to integrate niche expertise in multiplayer and simulation titles.[17] The most significant move came in August 2000, when Ubisoft acquired Red Storm Entertainment, the studio behind Tom Clancy's Rainbow Six (1998), for an undisclosed amount estimated in the tens of millions; this deal secured exclusive video game rights to the Tom Clancy brand and bolstered Ubisoft's portfolio with high-profile military simulation games, driving revenue from North American audiences.[18][19][20] These acquisitions, funded partly by IPO proceeds, mitigated risks of in-house IP development by leveraging established franchises amid rising competition from U.S. publishers. This period culminated in Ubisoft's rebranding to "Ubisoft" in 2003 and the sale of its 100 millionth game unit, underscoring the efficacy of its global footprint in scaling production for console and PC markets.[21] Fiscal year 2002–2003 revenue reached €453 million, up from prior years, attributable to expanded capacity and IP synergies rather than isolated hits.[22]Peak growth and franchise establishment (2003–2015)
During 2003–2005, Ubisoft solidified its reputation for high-quality action-adventure and stealth titles, with Prince of Persia: The Sands of Time, released on November 10, 2003, revitalizing the dormant franchise through innovative platforming and time-manipulation mechanics that earned widespread critical praise. The game sold over 2.4 million copies across platforms, contributing to Ubisoft's net sales growth to €406 million for fiscal year 2003–2004, up from €329 million the prior year.[23][24] Sequels Prince of Persia: Warrior Within (2004) and The Two Thrones (2005) extended the series' success, while Tom Clancy's Splinter Cell: Chaos Theory (2005) advanced the stealth genre with procedural AI and co-op features, selling over 2 million units and reinforcing Ubisoft's licensed Tom Clancy portfolio. The 2004 release of Far Cry, initially developed with Crytek but completed internally after a contractual dispute, established an open-world FPS franchise emphasizing nonlinear exploration and exotic settings, achieving sales exceeding 730,000 copies in its first month and enabling sequels like Far Cry 2 (2008). This period also saw studio expansions, with Ubisoft Montreal emerging as the company's largest development hub, employing over 1,000 staff by mid-decade to handle ambitious projects amid global operations in 20+ countries. Net sales climbed to €608 million by fiscal 2005–2006, driven by diversified PC and console releases.[25][26] Assassin's Creed (2007), developed by a 150-person team at Ubisoft Montreal under Jade Raymond, introduced a narrative-driven open-world formula blending historical simulation, parkour, and social stealth, selling more than 8 million copies within its first year and becoming Ubisoft's cornerstone franchise with over 200 million series units sold lifetime by 2022. Annual sequels followed, including Assassin's Creed II (2009), which refined RPG elements and sold 9 million copies, fueling revenue surges to €1.021 billion in fiscal 2010–2011 (up 19% year-over-year). The Anvil engine, iterated from Prince of Persia, powered these titles' scalability across hardware generations.[26][27] Diversification accelerated with Tom Clancy's Ghost Recon Advanced Warfighter (2006), emphasizing tactical realism and selling 1.5 million units, and the surprise hit Just Dance (2009), leveraging Wii motion controls for party gaming and launching a series that surpassed 50 million units by 2015 through annual iterations. Later entries like Watch Dogs (2014), focusing on hacking in an open-city environment, debuted with 8 million sales in its first month despite launch glitches, while Assassin's Creed IV: Black Flag (2013) integrated naval combat effectively. These franchises, alongside expansions like Ubisoft Singapore (2008) and India (2010), supported employee growth to 11,000+ by 2015 and net sales peaking at €1.792 billion in fiscal 2014–2015.[24][28]Vivendi takeover bid and independence defense (2015–2018)
In October 2015, Vivendi began acquiring shares in Ubisoft, initially purchasing around 6 percent of the company's capital as part of a broader strategy targeting French gaming firms, including a simultaneous stake in Gameloft.[29] This move prompted immediate resistance from Ubisoft's founding Guillemot family, with CEO Yves Guillemot publicly declaring the company's intent to "fight to preserve our independence," citing concerns over Vivendi's conglomerate structure and differing operational philosophies that could undermine Ubisoft's creative autonomy.[30] By early 2016, Vivendi had escalated its holdings amid Ubisoft's share price volatility, crossing 10 percent and prompting regulatory disclosures, while Ubisoft sought alliances with Canadian institutional investors and even enlisted support from Canadian political figures to bolster defenses against a potential hostile bid.[31] Vivendi continued accumulating shares throughout 2016, reaching 17.7 percent by June and surpassing 20 percent shortly thereafter, followed by 24 percent by November, positioning it as the largest shareholder without a formal takeover offer but exerting influence through board representation demands.[32][33][34] The Guillemot family countered by incrementally raising its own stake, including a September 2016 increase and a further boost to 13.6 percent of share capital (and 20 percent of voting rights) by June 2017, funded through loans and aimed at maintaining control thresholds.[35][36] Guillemot emphasized that Vivendi's short-term financial focus contrasted with Ubisoft's long-term innovation model, a view echoed in analyst commentary on the risks of conglomerate oversight stifling agility in the gaming sector.[37] To dilute Vivendi's influence, Ubisoft secured a €300 million minority investment from Tencent in October 2017, granting the Chinese firm a 5 percent stake without board seats or veto rights, explicitly framed as support for independence rather than control.[36] This was complemented by the Guillemot family's additional purchases, bringing their effective control closer to parity with Vivendi's 27 percent holding by early 2018.[38] Vivendi's stake-building, which had cost approximately €794 million, faced market pushback including Ubisoft's share issuances and public campaigns highlighting governance clashes, culminating in no full bid materialization despite thresholds crossed.[39] The standoff resolved on March 20, 2018, when Vivendi agreed to divest its entire 27.3 percent stake—valued at €2 billion—for sale to a consortium including Tencent (expanding to 5 percent), the Guillemot Brothers entity (rising to 15.6 percent), and other investors under lock-up agreements to stabilize ownership.[40][41] As part of the pact with the Guillemot family, Vivendi committed to a five-year moratorium on repurchasing Ubisoft shares, effectively ending the threat and allowing Ubisoft to refocus on operations without activist pressure.[29] This outcome validated Ubisoft's multi-pronged strategy of family consolidation, strategic partnerships, and shareholder dilution over outright sale or capitulation.Strategic investments and diversification (2018–2022)
In March 2018, Ubisoft secured its independence from Vivendi's takeover threat through a share sale agreement, with Tencent acquiring a 5% stake at €66 per share and Ontario Teachers' Pension Plan committing to purchase 3.4% of shares for approximately €250 million, providing capital for growth initiatives.[42][43] This infusion supported strategic acquisitions, including 1492 Studio on February 28, 2018, a Paris-based mobile game developer to enhance free-to-play capabilities.[44] Shortly after, on March 2, 2018, Ubisoft bought Blue Mammoth Games, the Atlanta studio behind the multiplayer fighter Brawlhalla, adding expertise in online competitive gaming with a team of 21 developers.[45] To expand production capacity, Ubisoft announced a CA$35 million investment in Manitoba, Canada, on April 6, 2018, establishing Ubisoft Winnipeg and committing to create 100 jobs over five years for work on major franchises like Assassin's Creed. By late 2018, the studio was operational, focusing on quality assurance and support roles.[17] These moves, part of three acquisitions that year, aimed to distribute development risks across more studios and genres, including mobile and live-service titles, amid rising demand for ongoing revenue models over single-purchase games.[46] Diversification efforts emphasized recurring revenue and multimedia extensions. Ubisoft launched Ubisoft+ in September 2020 as a subscription service offering access to its back catalog and new releases on day one, initially via Google Stadia, to counter reliance on blockbuster sales cycles and compete with platforms like Xbox Game Pass.[47] The service expanded to PC and consoles by 2022, incorporating indie titles for broader appeal and testing hybrid models blending subscriptions with in-game purchases.[48] Concurrently, Ubisoft Film & Television ramped up adaptations, producing the Apple TV+ series Mythic Quest (premiering February 2020), a workplace comedy inspired by game development, and advancing deals for Netflix's live-action Assassin's Creed series announced in 2021, seeking to monetize IP beyond games through licensing and co-productions.[49][50] By 2022, Tencent further invested €300 million indirectly via the Guillemot family's holding company, raising its effective stake to around 10% and valuing Ubisoft at €80 per share, bolstering balance sheets for live-service pivots like Rainbow Six Siege esports expansions.[43][51] These steps reflected a shift toward sustainable ecosystems, with emphasis on online services generating long-term player engagement, though execution faced challenges from delayed titles and market saturation in free-to-play segments.[52][53]Financial distress, layoffs, and restructuring (2023–present)
In 2023, Ubisoft reported a net loss of €494 million, contributing to a sharp decline in its share price, which has fallen over 92% over the past five years from above €80 to around €6.[54] The company's stock continued to plummet in subsequent years, dropping 46% over the past 12 months as of early 2025 amid persistent underperformance and lowered revenue forecasts.[55] Key factors included prolonged development delays and commercial failures of major titles, such as Skull and Bones, which incurred development costs estimated at $650–850 million over more than a decade but failed to recoup investments, with player counts reportedly below 1 million and insufficient sales to break even on its roughly $200 million marketing and production budget.[56][57] The release of Star Wars Outlaws in August 2024 exacerbated financial pressures, as the game undersold expectations despite the franchise's licensing appeal, prompting CEO Yves Guillemot to attribute the shortfall to waning Star Wars brand popularity rather than development shortcomings like unfulfilled open-world promises or technical issues.[58][59] Independent analysis suggests the title's mediocre reception stemmed from middling gameplay and execution flaws, mirroring broader critiques of Ubisoft's live-service model and content quality.[60] By fiscal year 2024–25 ending March 31, 2025, Ubisoft posted an €82.6 million loss in IFRS operating income and €15.1 million in non-IFRS operating income, with net bookings at €1.85 billion—a 20.5% decline attributed to release delays and title underperformance—while shares fell further on guidance for increased cash burn.[61][62] Layoffs intensified from late 2023, with Ubisoft reducing its workforce by approximately 676 employees across multiple rounds through January 2025, including a 13% cut in 2023 affecting hundreds.[63][64] In October 2025, the company initiated voluntary severance programs and direct cuts at studios like Massive Entertainment—developer of Star Wars Outlaws and The Division—framing them as "career transition" options amid refocus on core franchises, though some employees reported limited refusal rights.[65][66] Concurrently, RedLynx, known for Trials, proposed restructuring potentially eliminating up to 60 positions, pivoting toward mobile development as part of broader cost reductions.[67][68] In January 2026, Ubisoft announced the closure of its Halifax studio, which had developed Assassin's Creed: Rebellion, affecting 71 employees as part of ongoing efforts to streamline operations and reduce costs; the decision came weeks after the studio's employees formed the company's first North American union in December 2025, though Ubisoft stated it was unrelated to the unionization and committed to providing severance and career support to impacted workers.[69][70] Restructuring efforts accelerated in 2025, with Ubisoft committing to additional measures by year-end aimed at €100 million in savings over two years, including streamlined operations and emphasis on established series like Assassin's Creed, Far Cry, and Rainbow Six.[71] The firm lowered fiscal 2025–26 guidance to stable net bookings and break-even non-IFRS operating income, signaling ongoing cash flow challenges and speculative risks of insolvency without recovery.[5][72] On January 21, 2026, Ubisoft announced a major reorganization, dividing its operations into five decentralized "Creative Houses" focused on specific game genres.[73][74] This model integrates development and go-to-market functions under a gamer-centric approach, granting each Creative House full responsibility for brand development, content strategy, editorial direction, and financial performance.[73] The restructuring led to the cancellation of six games, including the Prince of Persia: The Sands of Time remake, the closure of the Halifax and Stockholm studios, and further layoffs, targeting €200 million in savings.[75][76] Additional details on workforce reductions are expected in the company's upcoming quarterly earnings report.[73] These steps reflect causal links between overextended development cycles, misaligned investments in underperforming assets, and market saturation in open-world genres, rather than external brand fatigue alone.[77]Corporate Structure and Governance
Leadership and family control
Ubisoft was founded on March 28, 1986, by five brothers—Yves, Christian, Claude, Gérard, and Michel Guillemot—in Carentoir, France, initially as a video game distribution company before shifting to development.[78] Yves Guillemot has served as chief executive officer since the company's early years, guiding its expansion into a multinational publisher with a focus on open-world franchises.[79] The brothers' familial structure has enabled centralized decision-making, but it has also drawn scrutiny for prioritizing family interests over broader shareholder value amid Ubisoft's financial challenges.[80] The Guillemot family maintains operational control through Guillemot Brothers Limited (GBL), a holding company that owns approximately 15% of Ubisoft's shares, conferring around 20% of net voting rights as of 2024.[43] [81] This stake structure amplifies family influence despite dilution from public listings and investor entries, allowing veto power on key strategic moves. In 2022, Tencent acquired a 49.9% non-voting stake in GBL for €300 million, enhancing capital access while the family retained decision-making authority.[82] Critics, including investors, argue this entrenched control has contributed to Ubisoft's underperformance, citing delayed projects and resistance to external oversight as evidence of governance rigidity.[83] Family involvement extends to executive roles, exemplified by Yves Guillemot appointing his son, Charlie Guillemot, as co-CEO of a new Tencent-backed subsidiary announced in July 2025, focused on publishing and AI-driven development.[79] Charlie, previously involved in Ubisoft ventures, addressed nepotism allegations by emphasizing his experience, though observers noted the move aligns with the family's pattern of internal promotions.[84] Ongoing buyout discussions between the Guillemots, Tencent (holding ~10% of Ubisoft directly), and other parties stalled in late 2024 over control disputes, with the family insisting on retaining leadership post-privatization.[85] This reflects a causal tension between familial stewardship—rooted in the brothers' original vision—and pressures for professionalization amid Ubisoft's €1.4 billion net debt and studio layoffs as of 2023.[86]Ownership stakes and external influences
The Guillemot family, through entities such as Guillemot Brothers S.A., holds approximately 13-14% of Ubisoft's shares, maintaining significant influence via cross-holdings and voting structures that prioritize family control over the company's strategic direction.[87][88] Employee stock ownership plans (ESOP) account for around 11% of shares, fostering internal alignment but diluting external investor power.[87] Institutional investors, including Amundi Asset Management (11.7%) and BlackRock (9.2%), represent substantial passive stakes, though their influence remains limited by the family's defensive governance mechanisms.[88][89] Tencent Holdings Limited owns approximately 10% of Ubisoft's equity and an additional minority stake of about 26% in Vantage Studios, a Ubisoft subsidiary, positioning it as the largest non-family external shareholder and a key strategic partner since its initial 5% investment in 2018, which helped repel a hostile takeover bid by Vivendi between 2015 and 2018.[87][90][91] Vivendi had amassed nearly 30% of shares by 2017 through stealth accumulation, prompting Ubisoft to issue new shares and secure Tencent's backing to dilute the threat and preserve independence, culminating in Vivendi's full divestment by 2018.[92][93] Tencent further deepened ties in 2022 by acquiring a €300 million stake in Guillemot Brothers Limited, enhancing its indirect leverage over Ubisoft's decision-making.[82] External pressures intensified amid Ubisoft's financial challenges post-2023, with Tencent and the Guillemot family exploring a potential buyout to privatize the company and restructure operations as of October 2024.[90][81] In response to investor demands and declining share value, Ubisoft announced in March 2025 the creation of Vantage Studios, a subsidiary housing flagship franchises like Assassin's Creed and Far Cry, with Tencent investing €1.16 billion for a 26% stake while Ubisoft retains majority control and royalties.[94][95][91] This arrangement, launched fully by October 2025 under co-CEOs Christophe Derennes and Charlie Guillemot, aims to isolate core assets from Ubisoft's broader struggles, including layoffs and project delays, though critics argue it signals fragmentation driven by shareholder activism rather than organic strategy.[96][97] As a French entity, Ubisoft benefits from domestic regulatory scrutiny on foreign investments, which tempered Vivendi's bid but has not visibly constrained Tencent's growing role.[98]Studios and subsidiaries
Ubisoft operates a decentralized network of development studios across more than 20 countries, enabling collaborative production on its game franchises while leveraging regional talent pools. The studios are primarily wholly owned, with some established internally and others through acquisitions, supporting both AAA titles and mobile/free-to-play projects. This structure allows for specialized teams focused on animation, AI, or live services, though recent financial pressures have led to consolidations and layoffs at select locations, such as Massive Entertainment in Malmö, Sweden, and RedLynx.[99][100] Key hubs include Ubisoft Montréal, the company's largest studio in Canada, which leads development on major open-world titles and employs thousands of staff across multiple sites in the province. Other Canadian facilities, such as those in Québec, Sherbrooke, and Saguenay, contribute to core franchises. In France, Ubisoft maintains six studios, including Annecy (vehicle physics and racing games), Bordeaux (multiplayer features), and Montpellier (narrative-driven projects), rooted in the company's founding heritage.[101][102] Additional European studios operate in Barcelona, Sofia, handling ports, expansions, and support roles.[101] In October 2025, Ubisoft launched Vantage Studios as a dedicated subsidiary to oversee development and expansion of its flagship intellectual properties: Assassin's Creed, Far Cry, and Rainbow Six. This entity integrates teams from existing Ubisoft sites in Montréal, Québec, Sherbrooke, Saguenay, Barcelona, and Sofia, granting greater autonomy to developers while accessing centralized resources. Co-led by Charlie Guillemot and Christophe Derennes, Vantage received a €1.16 billion investment from Tencent, granting the Chinese firm a 25% minority stake announced in March 2025.[103][104][105] Subsidiary operations extend beyond core gaming, with Ubisoft Mobile HQ in the Paris area coordinating free-to-play initiatives across 20 global studios, emphasizing user acquisition, live operations, and monetization for titles like those in the Rainbow Six Siege ecosystem. Historical acquisitions, such as Massive Entertainment in 2008 for strategy expertise later applied to Tom Clancy's The Division, have bolstered capabilities in online multiplayer, though integration challenges and market shifts have prompted ongoing restructurings.[101]Technology and Tools
Game engines and proprietary tech
Ubisoft maintains a portfolio of proprietary game engines developed in-house by its studios to support diverse project requirements, emphasizing customization over third-party solutions like Unreal Engine. This approach allows for tailored optimization in areas such as open-world simulation, procedural generation, and multiplayer scalability, as articulated by CEO Yves Guillemot in 2017, who highlighted the long-term benefits of investing in engines like Anvil and Snowdrop for greater control and innovation.[106] The company's strategy leverages studio-specific expertise, with engines evolving iteratively to handle increasing graphical fidelity and systemic gameplay demands across platforms including PC, PlayStation, and Xbox.[107] The Anvil engine, originally developed by Ubisoft Montreal and first deployed in Assassin's Creed on November 13, 2007, powers much of the Assassin's Creed franchise alongside titles like Prince of Persia: The Forgotten Sands. Evolving from its initial Scimitar codename, Anvil prioritizes open-world environments through GPU-driven rendering, comprehensive toolkits for animation and physics, and systemic interactions that enable emergent player behaviors. Recent iterations, including upgrades for Assassin's Creed Shadows released in 2024 and the forthcoming Assassin's Creed Red, incorporate enhanced level-of-detail systems and pipeline optimizations for larger-scale worlds.[107][108] Snowdrop, created by Massive Entertainment starting as a 2009 side project and integrated into Ubisoft's ecosystem post-2010 acquisition, excels in rapid prototyping and detailed urban simulations. It underpins games such as Tom Clancy's The Division (March 8, 2016), Mario + Rabbids Kingdom Battle (2017), Avatar: Frontiers of Pandora (December 7, 2023), and the announced Splinter Cell remake. Snowdrop's design philosophy focuses on creator empowerment with fast iteration cycles, flexible tooling, and efficient handling of destruction physics and lighting, making it suitable for cooperative and visually dense experiences.[109][107][110] The Disrupt engine, engineered by Ubisoft Montreal over four years for next-generation open worlds, drives the Watch Dogs series, debuting with Watch Dogs on May 27, 2014. It features aggressive multithreading, deferred physically-based rendering, and dynamic physics for vehicle and environmental interactions, alongside global illumination for realistic urban lighting. Disrupt supports large-scale cityscapes with procedural elements, as seen in sequels like Watch Dogs 2 (November 15, 2016) and Watch Dogs: Legion (November 10, 2020).[111][112] Beyond core engines, Ubisoft's proprietary technologies encompass production tools, middleware, and machine learning integrations developed by its Production Technology division to streamline asset creation, animation, and deployment across studios. These include cloud-based solutions like Scalar for scalable development and AI-driven features for procedural content generation, reducing iteration times while maintaining compatibility with engines like Anvil and Snowdrop.[113][107] This ecosystem supports Ubisoft's multi-engine model, where no single engine dominates due to varying project scales and creative needs, fostering specialization but requiring ongoing investment in cross-compatibility.[114]Digital ecosystems and platforms
Ubisoft Connect serves as the company's primary digital platform, integrating digital distribution, digital rights management, multiplayer functionality, and communication tools across PC, consoles, and other devices. Originally launched as Uplay in July 2009 alongside Assassin's Creed II, it evolved into a comprehensive ecosystem by merging with Ubisoft Club rewards in October 2020 to form Ubisoft Connect, unifying in-game services, player progression, and community features. This platform requires a free Ubisoft account and operates via a desktop app or in-game integration, enabling seamless access to titles without additional costs beyond game purchases. Key features include cross-platform progression, allowing players to carry save data and unlocks between devices such as PC and consoles; a rewards system using Ubisoft Connect Units earned through gameplay milestones, which can be redeemed for in-game items or discounts; and social tools like friends lists, chat, and activity feeds. Built atop the Ubisoft Online Services Platform established around 2011, it supports global multiplayer matchmaking and content updates for franchises like Rainbow Six Siege and Assassin's Creed, with ongoing enhancements such as a 2023 PC beta introducing improved library management and video playback. The service also facilitates access to cloud gaming via partnerships with Amazon Luna and NVIDIA GeForce NOW, extending play to non-traditional hardware. Complementing Ubisoft Connect, Ubisoft+ operates as a subscription-based platform launched in 2019, providing access to over 100 titles including day-one releases of major games, with extra content and a catalog of back-catalog entries for a monthly fee starting at $17.99. Available on PC via Ubisoft Connect, Xbox consoles, and select cloud services, it emphasizes multi-platform flexibility but restricts simultaneous logins to one device at a time. While praised for consolidating Ubisoft's ecosystem into a single hub, the platforms have faced scrutiny for mandatory authentication requirements that can disrupt offline play in some titles, though core single-player modes remain accessible post-initial connection. Ubisoft periodically decommissions online services for legacy titles predating modern infrastructure, such as those from the A-M alphabetical range in September 2022, disabling multiplayer and stats while preserving offline functionality to allocate resources toward current platforms. This approach reflects a strategic focus on scalable, unified digital infrastructure amid the company's shift toward live-service models.Products and Franchises
Core video game franchises
Ubisoft's core video game franchises encompass action-adventure, shooter, and tactical series that have driven the majority of its revenue, with six exceeding €1 billion in lifetime earnings as of 2024.[115] These include Assassin's Creed, Far Cry, Tom Clancy's Rainbow Six Siege, Ghost Recon, Just Dance, and The Division, reflecting a strategy centered on expansive open worlds, multiplayer persistence, and annual iterations. In October 2025, Ubisoft established Vantage Studios as a subsidiary to oversee development of Assassin's Creed, Far Cry, and Rainbow Six titles, underscoring their strategic priority amid financial pressures.[103] Assassin's Creed, launched in November 2007, pioneered Ubisoft's formula of historical stealth-action gameplay blended with open-world exploration, accumulating over 230 million units sold across 15 mainline entries and spin-offs by 2024.[116] The series shifted toward RPG elements starting with Origins in 2017, boosting sales; for instance, Valhalla (2020) sold over 20 million copies, while Shadows (2025) achieved the franchise's second-highest day-one revenue.[5] Annual releases and microtransaction-heavy models have sustained its dominance, though critics note formulaic repetition in narratives and mechanics. Far Cry, acquired and expanded by Ubisoft after its 2004 debut under Crytek, emphasizes chaotic open-world first-person shooting against tyrannical antagonists, reaching 60 million units sold by 2024.[116] Standouts include Far Cry 3 (2012) and Far Cry 5 (2018), each surpassing 10 million copies, with the latter generating $310 million in revenue during its first week.[117] The franchise's appeal lies in procedural generation for outposts and animal companions, but later entries like Far Cry 6 (2021) faced backlash for underdeveloped stories and live-service pivots that underperformed sales expectations. Tom Clancy's Rainbow Six Siege, released in December 2015, revolutionized tactical shooters with destructible environments and 5v5 multiplayer, amassing over 85 million registered accounts by mid-2025 through seasonal operator updates and esports integration.[118] Unlike prior Rainbow Six titles focused on single-player campaigns, Siege prioritizes skill-based PvP, sustaining 50,000+ concurrent players daily across platforms as of October 2025.[119] Its free-to-play elements and battle passes have generated sustained microtransactions, though balance issues and cheater prevalence have drawn player complaints. Tom Clancy's Ghost Recon series, originating in 2001, specializes in squad-based tactical military shooters, totaling around 40 million units sold.[116] Wildlands (2017) and Breakpoint (2019) adopted open-world co-op, with Wildlands exceeding 10 million sales via realistic ballistics and drone mechanics.[120] The franchise emphasizes realism over arcade action, but Breakpoint's loot-shooter shift alienated core fans, leading to middling reception and sales. Just Dance, introduced in 2009, dominates the casual rhythm genre with motion-controlled tracklists, selling over 90 million copies worldwide by 2024.[116] Annual editions like Just Dance 2020 moved 4.8 million units, leveraging family-friendly pop songs and subscription unlocks via Just Dance Unlimited.[121] Its low-barrier entry has ensured consistent profitability outside core gaming demographics, though reliance on licensed music limits innovation.Standalone titles and expansions
Immortals Fenyx Rising, released on December 3, 2020, represents an original action-adventure title developed by Ubisoft Quebec, featuring open-world exploration in a mythological setting without ties to Ubisoft's established franchises.[122] Star Wars Outlaws, launched August 30, 2024, marks Ubisoft's first open-world entry in the Star Wars universe, developed by Massive Entertainment, emphasizing stealth and crime syndicate mechanics in a licensed property.[122] Avatar: Frontiers of Pandora, released December 7, 2023, adapts the Avatar film IP into a first-person open-world shooter crafted by Massive Entertainment, focusing on Na'vi gameplay and planetary navigation.[122] Other standalone efforts include Skull and Bones (February 16, 2024), a naval combat multiplayer title from Singapore studio, derived from unfulfilled Assassin's Creed IV: Black Flag concepts but released independently.[122] Riders Republic (October 28, 2021), an extreme sports simulation by Ubisoft Annecy and Montpellier, supports massive multiplayer races across stylized American landscapes.[122] Earlier examples encompass Child of Light (April 29, 2014), a side-scrolling turn-based RPG by Ubisoft Montreal, noted for its artistic watercolor style and narrative depth.[123] ZombiU (November 13, 2012), a survival horror launch title for Wii U developed by Ubisoft Montpellier, introduced permadeath and first-person zombie evasion in a quarantined London.[123]| Title | Release Date | Developer(s) | Key Features |
|---|---|---|---|
| Immortals Fenyx Rising | Dec 3, 2020 | Ubisoft Quebec | Mythology-themed puzzles, combat |
| Star Wars Outlaws | Aug 30, 2024 | Massive Entertainment | Scoundrel gameplay, faction intrigue |
| Avatar: Frontiers of Pandora | Dec 7, 2023 | Massive Entertainment | Alien flora/fauna, bow-based combat |
| Skull and Bones | Feb 16, 2024 | Ubisoft Singapore | Ship customization, PvP/PvE raiding |
| Riders Republic | Oct 28, 2021 | Ubisoft Annecy/Montpellier | Multi-sport events, up to 58 players |
| Child of Light | Apr 29, 2014 | Ubisoft Montreal/Barbier | RPG elements, poetic storytelling |
| ZombiU | Nov 13, 2012 | Ubisoft Montpellier | Survival mechanics, multiple survivors |
Non-gaming media ventures
Ubisoft Film & Television, a subsidiary established in 2011 and formerly known as Ubisoft Motion Pictures, oversees the adaptation of the company's intellectual properties into films and television series, alongside original content inspired by gaming worlds.[49] The division's efforts aim to extend Ubisoft franchises beyond interactive media, though many projects have faced delays or underperformed commercially, such as the 2016 Assassin's Creed film starring Michael Fassbender, which grossed $240.7 million worldwide against a $125 million budget but received mixed reviews for its fidelity to the source material. More recent endeavors include the 2021 horror-comedy film Werewolves Within, based on the multiplayer game, distributed by IFC Films and directed by Josh Ruben, which earned praise for its ensemble cast including Sam Richardson but limited box office success at $781,608 domestically.[49] In television, Ubisoft has produced animated series tied to its IPs, notably Rabbids Invasion, a French-American production that aired from 2013 to 2018 across three seasons on Nickelodeon before Season 4 streamed on Netflix, featuring the chaotic rabbit-like characters from the Rayman universe in comedic adventures.[49] The 2024 Netflix animated series Tom Clancy's Splinter Cell: Deathwatch, an eight-episode run starring Liev Schreiber as Sam Fisher, reimagines the stealth franchise in a near-future setting with cyberpunk elements and incorporates Easter eggs from other Ubisoft titles; it debuted on October 10, 2024, emphasizing tactical espionage amid global threats.[125] Projects in development include a live-action Assassin's Creed series for Netflix announced in 2020, a Just Dance feature film with Screen Gems, and the Watch Dogs movie, which began production in summer 2024 under director Mathieu Turi with filming wrapping by September 2024, featuring an original story in the hacker-centric universe.[49][126] Beyond audiovisual media, Ubisoft pursues transmedia extensions through books, comics, and graphic novels to deepen franchise lore. Assassin's Creed boasts over a dozen tie-in novels, such as the Forsaken series by Oliver Bowden (pseudonym for Christie Golden and others), published from 2009 onward by Ubisoft and Penguin Books, chronicling historical events and character backstories parallel to the games. Comics include Titan Comics' Assassin's Creed ongoing series (2015–present), Dark Horse's graphic novels like Assassin's Creed: The Fall (2010), and French publisher Glénat's original bandes dessinées expanding the Renaissance-era narratives. Other IPs feature graphic novels in development, such as those for Far Cry, Watch Dogs, and Beyond Good & Evil, announced in 2022 partnerships with publishers like Dynamite Entertainment, alongside webtoons and manga formats to reach broader audiences. These print ventures, often co-published with external houses, serve to bridge game timelines but have varying canonical status, with Ubisoft curating content to align with core narratives while prioritizing narrative expansion over revenue generation.Business Practices
Development and publishing model
Ubisoft's development model relies on a distributed network of over 20 studios across multiple countries, enabling collaborative production on large-scale titles through cross-studio teams that divide responsibilities such as core gameplay, art assets, and systems integration.[127][128] This approach assigns ownership of specific game components to individual studios while maintaining oversight from lead developers, facilitating parallel workflows and knowledge sharing via internal tools and peer communities.[127][129] For instance, Far Cry 6 (2021) involved contributions from 12 studios, leveraging global time zones for near-24-hour development cycles.[130] The process begins with teams pitching concepts that integrate world-building, gameplay mechanics, characters, and narratives, followed by prototyping and iteration supported by Ubisoft's research arms like La Forge for technological innovation.[131][107] Emphasis on live-service games has integrated post-launch updates into the pipeline, with continuous content delivery managed by dedicated operations teams to extend franchise longevity.[132] In publishing, Ubisoft predominantly self-publishes its internal developments, handling global distribution, marketing, and platform integration through subsidiaries and dedicated groups established in 2021, including the Global Publishing division led by Alain Corre and a Direct-to-Player unit focused on owned ecosystems like Ubisoft Connect.[133] This vertical integration minimizes reliance on external partners for core franchises, though selective third-party deals occur; recent shifts include the October 1, 2025, launch of Vantage Studios—a joint venture with Tencent—to centralize oversight of major IPs like Assassin's Creed, Far Cry, and Rainbow Six, potentially streamlining publishing pipelines amid financial pressures.[103][134]Monetization strategies and live services
Ubisoft has increasingly adopted a games-as-a-service (GaaS) model since around 2016, emphasizing recurring revenue through ongoing content updates, multiplayer support, and post-launch monetization rather than one-time sales of standalone titles.[135][136] This shift prioritizes live service titles with seasonal updates, such as Tom Clancy's Rainbow Six Siege, which receives major expansions every few months introducing new operators, maps, and modes as free content, supplemented by paid battle passes and in-game purchases.[137][138] Similarly, For Honor has sustained player engagement through yearly seasons with balance changes, new heroes, and events, contributing to long-term viability despite initial launch challenges.[139] A core monetization strategy involves microtransactions, particularly in premium titles like the Assassin's Creed series, where Helix Credits serve as a virtual currency purchasable with real money to acquire cosmetics, mounts, weapons, and progression boosters.[140][141] Ubisoft maintains that such offerings enhance player experience by enabling avatar customization and accelerated progression, as stated in its 2024-25 annual financial report.[142] These are integrated into live service elements, including seasonal events and stores in games like Assassin's Creed Valhalla and Odyssey, where players can spend credits on exclusive items not obtainable through gameplay alone.[143] Ubisoft+ , launched in 2020, represents a subscription-based approach providing access to a catalog exceeding 100 titles and DLCs for a monthly fee, aiming to generate steady revenue from back-catalog engagement.[144] By fiscal year 2024-25, back-catalog net bookings, bolstered by subscriptions and live services, constituted approximately 77% of total revenue, underscoring reliance on these models over new releases.[145] Season passes and DLC expansions further support this ecosystem, offering narrative continuations or gameplay enhancements in franchises like The Division, often bundled with base purchases or available via in-game currencies.[146] In 2025, CEO Yves Guillemot affirmed a continued focus on live service and open-world games annually to tap into markets valued at over €120 billion.[147][148]Reception and Impact
Commercial achievements and metrics
Ubisoft's Assassin's Creed franchise has sold over 200 million copies worldwide since its 2007 debut, establishing it as the company's most commercially dominant series and contributing approximately €4 billion in revenue over the past decade.[149][150] The Far Cry series has engaged more than 90 million unique players across its entries, generating over €2 billion in revenue during the same period.[151][150] Tom Clancy's Rainbow Six, particularly through the live-service title Rainbow Six Siege, has produced €3.5 billion in revenue over 10 years, underscoring Ubisoft's strength in multiplayer ecosystems.[150] In total, six Ubisoft franchises—Assassin's Creed, Rainbow Six, Far Cry, and three others—have each surpassed €1 billion in revenue within the last decade, highlighting the enduring value of its intellectual properties despite varying release quality.[115][150] Company-wide, Ubisoft achieved peak net bookings of €2.32 billion in fiscal year 2023–24, driven by back-catalog sales and titles like Assassin's Creed Valhalla.[152] This marked a 33.5% increase from the prior year, with non-IFRS operating income reaching €401 million.[152][153] Historical revenue peaked at $2.60 billion in 2021, reflecting growth from annualized franchises and digital shifts.[154]| Fiscal Year | Net Bookings (€ million) | Year-over-Year Change |
|---|---|---|
| 2023–24 | 2,320 | +33.5% |
| 2024–25 | 1,846 | -20.5% |