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 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. . • 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 ’S RAINBOW SIX JUST DANCE

TOM CLANCY’S THE DIVISION TOM CLANCYS GHOST RECON

THE CREW STEEP +

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