making novelty, innovation, and originality
increasingly important during the game development
phase (Lê et al., 2013). However, the pursuit of
innovation in game development must be
accompanied by efficiency and financial prudence in
the process.
From this point of view, the process of developing
a game can be called an “innovation project”
(Zackariasson et al., 2006). When people talk about
projects, they usually consider them as the opposite
of creativity or flexibility, due to the fact that a project
needs to have a clear scope, a completion date, a
corresponding budget and clear requirements for the
final output (Nicholas, 2001). One of the advantages
of this management process is that it can be rigorously
planned and scheduled to enable projects to be
completed on time. In practice, some projects can
indeed be clearly defined and planned in advance, but
this is difficult for game development, especially for
large-scale game projects that aim for originality and
creativity. One of the great obstacles is that it is
almost impossible to come to an agreement in
advance for specific outcomes and dates to be
delivered. Therefore, in the process of game
development, in order to balance quality and
efficiency, the goals are often qualitative and short-
lived, and are gradually refined as the development
process proceeds. Similarly, for game companies, the
management process should also keep up with the
trends and timely make suitable adjustment.
3 CASE STUDY
3.1 Research Context
Ubisoft Entertainment SA is a video game developer
and publisher founded in 1986 and headquartered in
France. With nearly 30 studios around the world, it is
currently the second largest independent
development team in the world. Ubisoft used to be a
leader in the industry, with its strong innovation,
excellent artistry, and top-notch technology.
However, in recent years, Ubisoft has taken a
completely opposite path, turning from the “big
brother” to a controversial little brother, with projects
being axed, games being constantly postponed,
employees going on strike and reputation collapsing.
It seems that the once-venerable company has run out
of steam. The creativity dried up, the overall game
quality dropped, and the company is bloated and
inefficient. This section mainly focuses on how
certain management processes contributed to the
burst of creativity in project development during
Ubisoft's rising stage around 2015.
3.2 The Industry Leader
3.2.1 Project-led Organization
Ubisoft has many great game franchises which are
known for their great creativity, such as Assassin's
Creed, Rainbow Six, and Raging Rabbids. Take
Ubisoft's most widely recognized studio, Ubisoft
Montreal, for example, which employs over two
thousand people and is one of the largest game
development studios in the world. Many of Ubisoft's
flagship IPs come from the Montreal studio, such as
Prince of Persia, Rainbow Six, Far Cry and Assassin's
Creed. Like other organizations that have multiple
creative projects running in parallel, the studio fits the
description of a “project-led organization” (Hobday,
2000), with typically around 15 projects running
concurrently within the studio. Each project is
independent and managed in different phases. The
overall project leader has more autonomy but is still
under the supervision of the studio management team
as well as ad hoc supervision from the marketing and
innovation departments at headquarters.
In terms of the process, the advancement of a
project can be roughly divided into three stages:
initial conceptualization, establishment of the project,
and production, with repeated evaluation and
adjustment through internal project meetings along
with project team - senior management team meetings
interspersed between these three steps. In most cases,
the top management team has the final say. The
evaluation of the game's innovation and gameplay is
executed through an internal process. At the Montreal
studio, the overall development is managed by an
executive project manager, with a core team and a
playable production team (Cohendet and Simon,
2016). During the initial conceptualization phase, the
core team chooses to either breed a new IP or re-
create an existing one, based on market research,
technical capabilities, and advice from industry
experts; and then maintains an iterative development
spiral during the pre-conceptualization phase, testing
and refining the team's ideas. Once the project team
believes the idea is mature enough, coordination
between the development team, the studio, and the
headquarters establishes the direction of the entire
development. After the first phase, the project team
will present the mature idea and the prospects of the
game concept in a kick-off meeting, which also marks
the start of official pre-production phase. In addition
to presenting conceptual content, this meeting also
allows senior management to understand the game's
market position and potential, planning the launch of
the final product. This project-led creative process