KNOWLEDGE MANAGEMENT IN A GLOBAL, INNOVATIVE AND DIVERSE SETTING
JENS DEGN-ANDERSEN
OCTOBER 2019 OVERVIEW
PART 1 A LOOK AT THE VIDEO GAME MARKET
PART 2 UBISOFT AT A GLANCE
PART 3 THE KM TEAM
PART 4 , PART 5 AND PART 6 HOW WE ‘KNOW, LEARN FROM, INCLUDE AND SUPPORT OUR CLIENTS’
2 JENS DEGN-ANDERSEN
• 2007: Master in Library and Information Science. Copenhagen, Denmark. • 2007: Librarian at National Library of Greenland. Nuuk, Greenland. • 2008: Patent Specialist at Novo Nordisk. Copenhagen, Denmark. • 2009: Information Specialist at Novo Nordisk. Copenhagen, Denmark. • 2014: Localisation Tester at Enzyme Testing Labs. Montreal. • 2015: Content Strategist at Ubisoft. Montreal. • *2014-2017: Treasurer at SLA ECC
THE UBISOFT KM & LEARNING TEAM PART 1 A LOOK AT THE VIDEO GAME MARKET
4 VIDEO GAMES ARE ON THE TOP OF THE ENTERTAINMENT INDUSTRY!
GROWTH SINCE 2009
HOME ENTERTAINMENT +25% PRES S -4% VIDEO GAMES +51% BOOK S +4% MUSIC 0% CINEMA +23%
SOURCE: MCKINSEY & COMPANY – GLOBAL MEDIA REPORT – SEPT 2015 PART 1 – A LOOK AT THE VIDEO GAME MARKET 4 A WORLD OF PLAYERS
2.3 1/3 BILLION OF THE WORLD POPULATION PLAYERS
SOURCE: NEWZOO 2018 PART 1 – A LOOK AT THE VIDEO GAME MARKET 6 ESPORTS: A GROWING OPPORTUNITY
+1 BILLION BIG PARTNERS VIEWERS AT PEAK ARE GETTING ON TIME ON TWITCH BOARD
PART 1 – A LOOK AT THE VIDEO GAME MARKET 7 PART 2 UBISOFT AT A GLANCE
8 KEY FACTS & FIGURES
CREATED IN 1986 ONE OF THE TOP +12 FRANCHISES THAT PUBLISHERS HAVE SOLD MORE THAN WORLDWIDE ONE MILLION UNITS
€1.732 BILLION IN NOW +55% OF +14,000 TEAM SALES IN 2017-18 TOTAL DIGITAL MEMBERS AND +40 REVENUE STUDIOS WORLDWIDE
PART 2 – UBISOFT AT A GLANCE 11 ASSASSIN’S CREED TOM CLANCY’S RAINBOW SIX FAR CRY JUST DANCE
TOM CLANCY’S THE DIVISION WATCH DOGS TOM CLANCYS GHOST RECON FOR HONOR
THE CREW RAYMAN STEEP MARIO + RABBIDS
14 OUR EXPANDING UNIVERSE
ART EXHIBITS & CONSUMER PRODUCTS TV SHOWS & MOVIES AMUSEMENT PARK Enrich our game worlds with books, Bring our hit brands to ATTRACTIONS : comics, novels, boards games, life on the big screen Introduce more people to our collectibles and more and reach new characters, stories and worlds audiences with original experiences
15 PART 3 KNOWLEDGE MANAGEMENT SERVICES
‘CONNAÎTRE, ACCUEILLIR, INCLURE ET INTÉGRER LES PUBLICS’ HOW WE ‘KNOW, LEARN FROM, INCLUDE AND SUPPORT OUR CLIENTS’ AMBITIONS PROVIDE AWESOME « CLIENT » EXPERIENCE
BUILD A SEAMLESS DIGITAL WORKPLACE
DELIVER THE RIGHT INFO AT THE RIGHT TIME
WE HELP ORGANIZE CONTENT, EXPOSE KEY KNOWLEDGE AND FOSTER COLLABORATION OUR PRODUCTS m
SharePoint Confluence Mana Teams Search SharePoint Confluence Mana Mattermost Search
FloormapFloormap LiveLive VideoVideo EventEvent UnifiedSite StreamingStreaming ServiceService applicationapplication NavigationCatalog
MyServices Profile Ubipedia The Blog Ulearn MyServices Profile Ubipedia The Blog U.Learn HOW WE ‘KNOW, LEARN FROM, INCLUDE AND SUPPORT OUR CLIENTS’
PART 4 TEMPLATES & GOVERNANCE
PART 5 PRESENCSE
PART 6 STRATEGIC CLIENTS
18 KNOW, LEARN FROM, INCLUDE AND SUPPORT
PART 4 TEMPLATES & GOVERNANCE
19 UBISOFT VALUES: CREATIVITY AND INNOVATION
IT CAN BE A CHALLENGE TO IMPLEMENT STANDARDS, BETS PRACTICES AND GOVERNANCES WHEN SCOPE, TECHNOLOGIES AND TEAMS CHANGE CONSTANTLY. 20
LOCAL GAME WORKSPACES INTRANETS GOVERNANCE AT UBISOFT Ubisoft employees want structure
and systems too
A governance should support existing workflows not go against them
The benefits of a governance should be obvious to everyone affected
If possible implement it into the systems
There is not a Ubisoft governance that fits all KNOW, LEARN FROM, INCLUDE AND SUPPORT
PART 5 PRESENCE
2 3 UBISOFT VALUE: DIVERSITY
Create experiences that will appeal to and satisfy a bigger and more diverse group of gamers.
24 UBISOFT: GAMERS
+95 UBISOFT NATIONALITIES KM +55 LANGUAGES SPOKEN
18 KM: A DIVERSE TEAM
APPROXIMATELY 30 PEOPLE. AT LEAST 8 DIFFERENT NATIONALITIES
WE STRIVE TO HAVE A DIVERSE GROUP OF EMPLOYEES IN TERMS OF SEXUALITY, RELIGION AND CULTURAL BACKGROUND.
PART 4– SECTION TITLE 26 PART 2 – UBISOFT AT A GLANCE 1221 THE KNOWLEDGE MANAGEMENT TEAM SUPPORTS ALL EMPLOYEES GLOBALLY
Malmö Montréal Paris Bucharest San Francisco
Shanghai
Singapore
1221 WHERE KM ARE NOT PRESENT
ROADSHOW WORKSHOPS ONLINE COMMUNICATION
2 9 ONLINE COMMUNICATION TOOLS
Many internal tools to create collaboration and foster communication.
Most meetings on one of these platforms.
30
KNOW, LEARN FROM, INCLUDE AND SUPPORT
PART 6 STRATEGIC CLIENTS / PARTNERS
3 1 KM PARTNERS: CONTENT MANAGERS
MISSION: Identify & organize information, documentation & assets so that anyone in a production can easily browse & access it. WHAT IS A CONTENT MANAGER
Employees Per Production Growth
WATCH DOGS
JUST DANCE Number of employees
RAINBOW SIX 2010-11 Number of employees
FAR CRY 2018-19
GHOST RECON
ASSASSIN'S CREED
0 500 1000 1500 2000 2500 3000 3500 4000 3 3 CONTENT MANAGERS ARE KM AMBASSADORS
ONBOARDING COLLABORATION We have huge ramp up on We produce AAA games that productions, important turnover involve thousands of people from and numerous newbies joining many teams & offices all around our studios every week. the world.
EFFICIENCY REUSE We need to be more efficient as We need to stop reinventing the individuals and as an wheel and start relying on existing organization. Experts working on assets, tools and knowledge. This information findability are a key way we’ll spend more time adding enabler of efficiency. real value.
1221 CONTENT MANAGEMENT NETWORK
• Knowledge base • Communication channels • Yearly summit
• MANAGED BY THE KM TEAM • ALIGN ON SHARED VISION AND BEST PRACTICES • LEARN AND OPTIMIZE TEMPLATES AND RECOMMENDATIONS
THANK YOU Q&A
20