How one of Ubisoft’s largest satellites is starting to establish its own identity.
Ubisoft Singapore was founded in 2008 by a small team from the French publisher’s Paris headquarters, the first phase of an ongoing effort to build a game-production network in the most rapidly developing parts of southeast Asia. In the last decade, the studio has grown to over 300 people while retaining its initial leadership – and its alumni have gone on to establish Ubisoft’s presence in the Philippines and Chengdu, China. Ubisoft Singapore appears in the credits for every Assassin’s Creed game after the first, and was instrumental in Ubisoft’s earliest forays into dedicated multiplayer with Ghost Recon Phantoms, a precursor in many ways to the wildly successful Rainbow Six Siege.
Even so, the contribution of any given studio to Ubisoft’s overall effort is often hard to gauge for anybody outside of the publisher’s closed system. Ubisoft establishes more new development houses than its peers relative to the number of existing smaller studios that it buys out, but this means that Ubisoft’s satellites don’t have the histories or reputations that come with the acquisition of a company such as Massive, developer of The Division. Internationally distributed development, now a fact of life for thousands of people working in triple-A game production, has the effect of anonymising the efforts of specific teams, studios, and regions. After almost a decade in operation, however, Ubisoft Singapore is beginning to emerge as a creative force in its own right.
Located on fusionopolis
Denne historien er fra November 2017-utgaven av Edge.
Start din 7-dagers gratis prøveperiode på Magzter GOLD for å få tilgang til tusenvis av utvalgte premiumhistorier og 9000+ magasiner og aviser.
Allerede abonnent ? Logg på
Denne historien er fra November 2017-utgaven av Edge.
Start din 7-dagers gratis prøveperiode på Magzter GOLD for å få tilgang til tusenvis av utvalgte premiumhistorier og 9000+ magasiner og aviser.
Allerede abonnent? Logg på
CHANTS OF SENNAAR
How Babel helped a world of stealth become a world of words
MEGHNA JAYANTH
Around the industry in eight games: one writer's journey through indie to triple-A and back again.
Tom Clancy's Splinter Cell: Blacklist
Sam Fisher's final outing is also his most enigmatic
Post Script
How low should a boss go?
TWO POINT STUDIOS
How a new studio rose from the ashes of Lionhead success not simulated
RAIDERS OF THE ARCHIVE
Wolfenstein-style shootouts are just a small part of the picture in MachineGames' maximalist Indy game
SPLITGATE 2
If it ain't broke, don't fix Split
KINGDOM COME: DELIVERANCE II
A bigger, better - and funnier Bohemian rhapsody
Narrative Engine
Write it like you stole it
The Outer Limits
Journeys fo the farthest reaches of interactive entertainment