INVESTOR DAY February 18th 2016 DISCLAIMER

This statement may contain estimated financial data, information on future projects and transactions and future business results/ performance. Such forward-looking data are provided for estimation purposes only. They are subject to market risks and uncertainties and may vary significantly compared with the actual results that will be published. The estimated financial data have been presented to the Board of Directors and have not been audited by the Statutory Auditors. (Additional information is specified in the most recent Registration Document filed on July 2, 2015 with the French Financial Markets Authority (l’Autorité des marchés financiers)). A INTRODUCTORY REMARKS G YVES GUILLEMOT PRESIDENT & CEO E HOW WE CAN REACH A WIDER AUDIENCE JOHN PARKES N MANAGING DIRECTOR FRANCE

D DRIVING ENGAGEMENT WITH LIVE & CONTENT ACTIVITIES ANNE BLONDEL A VP LIVE OPERATIONS MEDIUM TERM PLAN ALAIN MARTINEZ CHIEF FINANCIAL OFFICER

3 INTRODUCTORY REMARKS Yves Guillemot, PRESIDENT & CEO

4 THE CREATION OF ORIGINAL IPS AT THE HEART OF OUR SUCCESS

5 SIGNIFICANT TOPLINE & PROFIT GROWTH AHEAD

REVENUES: 2.2BN€, +60%

NON-IFRS OPERATING INCOME MARGIN: % FY19 20 X~3 in absolute value

FREE CASH FLOW: ~300M€

6 A TRANSFORMING INDUSTRY: MORE DEPENDABLE

BEFORE NOW HIT DRIVEN & CYCLICAL MORE RECURRING & DEPENDABLE

FIRE & FORGET YEAR ROUND & MULTI-YEAR SERVICE

LOW ENGAGEMENT HIGH ENGAGEMENT

GAMES’ SHORT LIFE CYCLE GAMES’ LONG LIFE CYCLE

NO DIRECT RELATION TO CONSTANT & DIRECT RELATION WITH GAMERS PLAYERS

LOW BARRIERS TO ENTRY VERY HIGH BARRIERS TO ENTRY

FRAGMENTED MARKET FEW BIG COMPETITORS

7 A TRANSFORMING INDUSTRY: MORE RECURRING & PROFITABLE

RECIPE FOR 30% PROFITABILITY? BIGGER HITS & DIGITAL REVENUES

WE ARE EMBRACING THAT PATH

8 BIGGER HITS = A WIDER AUDIENCE

STRONG EXECUTION ON BUILDING THE BEST STABLE OF FRANCHISES

MULTI CENTRIC

THANKS TO SUPER EFFICIENT & PRODUCTIVE STUDIOS 9 DIGITAL REVENUES = GROWING ENGAGEMENT

KEY TO GREAT ENGAGEMENT 1. MORE STRONG MULTIPLAYER TITLES

MULTI CENTRIC

FY17 NEW AAA IP

10 DIGITAL REVENUES = GROWING ENGAGEMENT

KEY DRIVER TO GREAT ENGAGEMENT 2. YEAR ROUND, MULTI-YEAR LIVE CONTENT & SERVICES

11 RAISE THE AWARENESS OF OUR FRANCHISES

ATTRACT MILLIONS OF NEW PLAYERS AT LOW COSTS PER ACQUISITION

MOVIES TV SERIES THEME CONSUMER PARKS PRODUCTS

12 AN AGILE & LONG-TERM APPROACH

13 AN UNBIASED APPROACH

XXX ASSASSIN’S CREED TOM CLANCY’S GHOST RECON THE MOVIE RABBIDS TV SHOW TOM CLANCY’S SPLINTER CELL

SELECTING THE BEST PARTNERS TO MAXIMIZE OUR FRANCHISES’ POTENTIAL

14 WHAT IS AT STAKE?

OUR CAPACITY

TO MANAGE UBISOFT

IN AN AGILE, LONG-TERM & UNBIASED WAY

TO GENERATE THE BEST RETURN

FOR OUR SHAREHOLDERS

15 H O W W E C A N R E A C H A W I D E R A U D I E N C E John Parkes, MANAGING DIRECTOR FRANCE

16 REACHING A WIDER AUDIENCE

17 REACHING A WIDER AUDIENCE

30 YEARS CONTINUOUS EXPERIENCE TALENT & PASSION INNOVATION

GREAT EXECUTION LONG-TERM APPROACH

18 REACHING A WIDER AUDIENCE

1. CREATING NEW FRANCHISES IN NEW SEGMENTS

2. WIDENING RAINBOW SIX & GHOST RECON REACH

3. EXPANDING SUCCESSFUL FRANCHISES

4. BROADENING THROUGH WIDER ENTERTAINMENT

19 REACHING A WIDER AUDIENCE

1. CREATING NEW FRANCHISES IN NEW SEGMENTS

2. WIDENING RAINBOW SIX & GHOST RECON REACH

3. EXPANDING SUCCESSFUL FRANCHISES

4. BROADENING THROUGH WIDER ENTERTAINMENT

20 CREATING BLOCKBUSTER NEW IPS IS IN OUR DNA

BIGGEST NEW IP LAUNCHES EVER

1

2

3

Source: NPD, GFK Chart Track

21 THE DIVISION: A MAJOR CREATION

RPG SHOOTER SINGLE PLAYER + OPEN WORLD SEAMLESS MP/COOP 22 THE DIVISION: A MAJOR CREATION

66 AWARDS 225M VIDEO VIEWS

Every bit as engaging as I had hoped

We see The Division as the biggest release for us in the first half of the year, and quite possibly for the whole 12 months. If it’s updated regularly I don’t see why it won’t become one of our evergreen franchises (like GTA Online or Destiny.)

Redefining what a typical RPG looks like

23 THE DIVISION: A MAJOR CREATION

24 THE DIVISION: A MAJOR CREATION

STRONG DIGITAL HUGE REACH LIVE SERVICES

A MEANINGFUL CONTRIBUTOR TO OUR LONG TERM 25 : A GREAT LIVE SERVICES NEW CREATION

SOLO & LONG TAIL HEAVY PLAYER MULTIPLAYER ENGAGEMENT COMPETITIVE 26 REACHING A WIDER AUDIENCE

1. CREATING NEW FRANCHISES IN NEW SEGMENTS

2. WIDENING RAINBOW SIX & GHOST RECON REACH

3. EXPANDING SUCCESSFUL FRANCHISES

4. BROADENING THROUGH WIDER ENTERTAINMENT

27 A PROVEN TRACK RECORD OF WIDENING THE AUDIENCE

# [PLAYERS X3 ]

Players Players

of Number number

FarCry Far FAR CRY 2 FAR CRY 3 FAR CRY 4

28 BRINGING RAINBOW 6 TO A WIDER AUDIENCE

ON TRACK STRONG MP FOR RECORD

REPUTATION FRANCHISE AUDIENCE 29 BRINGING RAINBOW 6 TO A WIDER AUDIENCE

# DAILY STREAMS POST LAUNCH

30 BRINGING RAINBOW 6 TO A WIDER AUDIENCE

31 BRINGING GHOST RECON TO A WIDER AUDIENCE

MILITARY SHOOTER

4 PLAYER CO-OP / SOLO

MASSIVE OPEN WORLD

32 REACHING A WIDER AUDIENCE

1. CREATING NEW FRANCHISES IN NEW SEGMENTS

2. WIDENING RAINBOW SIX & GHOST RECON REACH

3. EXPANDING SUCCESSFUL FRANCHISES

4. BROADENING THROUGH WIDER ENTERTAINMENT

33 EXPANDING SUCCESSFUL FRANCHISES

THE BIGGEST 3 YEARS AGO NOW & TOMORROW SEGMENTS* RAINBOW SIX FOR HONOR MULTIPLAYER CENTRIC GHOST RECON THE CREW THE DIVISION… ASSASSIN’S CREED WATCH DOGS ASSASSIN’S CREED THE DIVISION OPEN WORLDS FAR CRY GHOST RECON THE CREW

ASSASSIN’S CREED ASSASSIN’S CREED ACTION ADVENTURE WATCH DOGS

SOUTH PARK RPG THE DIVISION FAR CRY SHOOTER FAR CRY GHOST RECON RAINBOW SIX *excluding Sports 34 AC KEEPS ENTERTAINEMENT BLOCKBUSTER STATUS IN 2015

ACTIVE PLAYERS: 28M AC UNIQUE PLAYERS IN 2015 +7% VS 2014

VIDEOS: 738M VIDEO VIEWS WORLDWIDE ON THE BRAND (+ 5% VS 2014)

35 REACHING A WIDER AUDIENCE

CONTINUOUS INNOVATION UNIVERSAL APPEAL IMMEDIATE FUN MEANINGFUL EXPERIENCES YEAR-ROUND ENGAGEMENT

36 REACHING A WIDER AUDIENCE

1. CREATING NEW FRANCHISES IN NEW SEGMENTS

2. WIDENING RAINBOW SIX & GHOST RECON REACH

3. EXPANDING SUCCESSFUL FRANCHISES

4. BROADENING THROUGH WIDER ENTERTAINMENT

37 BROADENING THROUGH WIDER ENTERTAINMENT

MOVIE & TV

ASSASSIN’S CREED TOM CLANCY’S RABBIDS THE MOVIE RABBIDS TV SHOW TOM CLANCY’S SPLINTER CELL GHOST RECON WATCH DOGS

CONSUMER PRODUCTS

THEME PARKS

38 BROADENING THROUGH WIDER ENTERTAINMENT

DEC 21, 2016

65M UNIQUE VIEWERS*

39 * Have seen at least 1 episode H O W W E C A N R E A C H A W I D E R A U D I E N C E

1. CREATING NEW FRANCHISES IN NEW SEGMENTS

2. WIDENING RAINBOW SIX & GHOST RECON REACH

3. EXPANDING SUCCESSFUL FRANCHISES

4. BROADENING THROUGH WIDER ENTERTAINMENT

40 DRIVING ENGAGEMENT WITH LIVE CONTENT & ACTIVITIES Anne Blondel-Jouin, VP LIVE OPERATIONS

41 DRIVING ENGAGEMENT WITH LIVE CONTENT & ACTIVITIES THE SUMMARY 1. FROM A TRADITIONAL APPROACH TO A LIVE DIMENSION

2. FOCUSING THE COMPANY ON LIVE!

3. WHAT WE HAVE ACHIEVED SO FAR

4. IT’S ONLY THE BEGINNING

42 1. FROM A TRADITIONAL APPROACH … MOVING FROM ONE TITLE TO ANOTHER

Hit 1 Hit 2 Hit 3 Hit 4

43 FROM1. …TO A TRADITIONAL THE LIVE DIMENSION APPROACH

L EVENTS TOOLS EXPANSIONS CORE GAME Daily, Weekly, Monthly for the community I

UPDATES CONTINUOUS V on the fly IMPROVEMENTS … E

LONG-LASTING OUTSTANDING ENTERTAINMENT EXPERIENCES

44 1. THE VIRTUOUS CYCLE OF LIVE

LIVE CONTENT ACTIVITIES ENGAGEMENT VALUE

LC ROI DAU

VALUE ARPU E A

Time spent

45 1. FOCUSING THE COMPANY ON LIVE! GAMER & COMMUNITY SATISFACTION

46 2. ORGANIZATION ALL TEAMS INVOLVED

ROAD TO DEVELOPMENT

EDITORIAL ENGAGEMENT MARKETING

SALES

47 2. ORGANIZATION ALL TEAMS INVOLVED

ROAD TO DEVELOPMENT

INFRASTRUCTURE & ONLINE SERVICES EDITORIAL ENGAGEMENT MARKETING COMMUNITY, TEAMS

SALES

ONE ORGANIC & AGILE LIVE TEAM 48 2. ORGANIZATION AND A DEDICATED LIVE OPS TEAM

COLLABORATING WITH DEVELOPMENT WEEKLY MONITORING OF KPIS TO TEAMS TO INTEGRATE A LIVE DIMENSION PILOT AND ADJUST LIVE OPERATIONS, INTO THE GAME DNA AND THE BRAND USING BEST PRACTICES FROM ALL OUR PILLARS EXPERIENCES

PRE LAUNCH LAUNCH POST LAUNCH

INCREASING ENGAGEMENT THROUGH ENSURING G A M E R S ’ LIVE EVENTS, ESPORTS ETC. SATISFACTION WITH AN ROI-BASED MINDSET

49 3. ACHIEVEMENTS LONGER TAIL 2014 2015 2016 NON LIVE AAA GAMES

50 3. ACHIEVEMENTS LONGER TAIL 2014 2015 2016 NON LIVE AAA GAMES

51 3. ACHIEVEMENTS LONGER TAIL 2014 2015 2016 NON LIVE AAA GAMES

52 3. ACHIEVEMENTS YEAR-ROUND CONTENT 4 SEASON DLCs

53 3. ACHIEVEMENTS YEAR-ROUND

+ FRIEND REFERRAL + COME BACK FOR MORE CONTENTYear 1 roadmap

SEASON ONE SEASON TWO SEASON THREE SEASON FOUR OPERATION BLACK ICE TO BE REVEALED TO BE REVEALED TO BE REVEALED

Q1 2016 Q2 2016 Q3 2016 Q4 2016

54 3. ACHIEVEMENTS

DAU AFTER 2 MONTHS

NON LIVE

*at scale 55 3. ACHIEVEMENTS 3. ACHIEVEMENTS THE DIVISION CLOSED BETA 3. REINFORCING GAMERS’ GLOBAL EXPERIENCE

ENTERTAINING ALL TYPES OF GAMERS THANKS TO ESPORTS

58 3. REINFORCING GAMERS’ GLOBAL EXPERIENCE ENTERTAINING ALL TYPES OF GAMERS

PRO CASUAL PLAYER PLAYER

STREAMER / EVENT BROADCASTER ORGANIZER

59 3. REINFORCING GAMERS’ GLOBAL EXPERIENCE ENTERTAINING ALL TYPES OF GAMERS $2B 35,610 188M $MARKET BROADCASTERS UNIQUE VIEWERS 20 1 8 Nov 15 20 1 5

60 3. REINFORCING GAMERS’ GLOBAL EXPERIENCE ENTERTAINING ALL TYPES OF GAMERS SINCE 2003 2015WC 150K 950K LIVE STREAM SESSIONS TRACKS SHARED >100K LIVE SPECTATORS 18 M PLAYERS >1 M PEOPLE REACHED ONLINE

61 3. REINFORCING GAMERS’ GLOBAL EXPERIENCE ENTERTAINING ALL TYPES OF GAMERS SINCE 2003 2015WC 150K 950K LIVE STREAM SESSIONS TRACKS SHARED >100K LIVE SPECTATORS 18 M PLAYERS >1 M PEOPLE REACHED ONLINE

62 3. REINFORCING GAMERS’ GLOBAL EXPERIENCE ENTERTAINING ALL TYPES OF GAMERS

$100k prize pool

GRASSROOTS PRO TOURNAMENTS ESPORT-AINEMENT 63 4. CONCLUSION THIS IS JUST THE BEGINNING

STRATEGY COLLABORATION EXPERTISE PORTFOLIO

64 MEDIUM TERM PLAN Alain Martinez, CFO

65 SIGNIFICANT TOPLINE & PROFIT GROWTH AHEAD

REVENUES: 2.2BN€, +60%

NON-IFRS OPERATING INCOME MARGIN: % FY19 20 X~3 in absolute value

FREE CASH FLOW: ~300M€

66 FY19 TOP LINE ASSUMPTIONS

HOW MANY GAMES? 5 AAAs BASED ON ESTABLISHED FRANCHISES

67 GREAT FOCUS DRIVING STRONG EXECUTION

STRONG CONCENTRATION 56

37 34 TOTAL NUMBER OF GAMES 21 15 14 12

FY10 FY11 FY12 FY13 FY14 FY15 FY16

*excluding F2P titles 68 BUILDING ON BLOCKBUSTER BRANDS

69 FY19 TOP LINE ASSUMPTIONS

ARE UNIT ASSUMPTIONS AGRESSIVE? 40 MILLION UNITS

70 FY19 TOP LINE ASSUMPTIONS

NEW MARKETS

71 FY19 TOP LINE ASSUMPTIONS

IMPACT FROM RECURRING PLAYERS INVESTMENT? 17% OF TOTAL REVENUES

72 FY19 TOP LINE ASSUMPTIONS

FY15 FY16FY16 FY17FY17 FY18FY18 FY19 FY19

4 to 5 5 BIG TITLES BIG TITLES RELEASES NEW AAA LIVE

NEW AAA

LIVE = RECURRING REVENUES 73 FY19 TOP LINE ASSUMPTIONS

FY16 FY19 DIGITAL 30% DIGITAL 45% OF TOTAL REVENUES OF TOTAL REVENUES

21% 28% 70% 9% 55% 74 17% %

Physical Digital Distribution XXX Player recurring investment* * Includes ingame items, DLCs/season pass, subscription & advertising 74 PROFITABILITY ASSUMPTIONS

GROSS MARGIN EXPANSION? YES, >80%

OPERATING LEVERAGE? YES

75 CASH FLOW ASSUMPTIONS

INVESTMENT GROWTH & NEW RECRUITMENTS? YES

CASH USE? RETURN TO SHAREHOLDERS & INVEST FOR THE FUTURE

76 A DIFFERENT POSITIONING, A DIFFERENT ORGANIZATION

We create our own Brands (IPs) internally MAJOR BENEFITS BETTER LONG-TERM VISIBILITY ON PIPELINE NO NEED FOR EXPENSIVE M&A OR EXTERNAL TEAMS

MEANINGFUL TEAMS FOR THE LONG-TERM BENEFIT OFXXX OUR SHAREHOLDERS

77 M&A ACTIVITY OF MAIN INDUSTRY PLAYERS OVER THE LAST 10 YEARS BIG M&A IS EXPENSIVE

($bn)

15,0 Cumulated M&A expenditure 12,0 9,0 CUMULATED M&A (3) 6,0

> $13BN 3,0 (2) n.a. n.a. n.a. n.a. n.a. - (1) (1) 2006 2007 2008 2009 2010 2011 2012 2013 2014 2015

($bn) 3,0 Cumulated M&A expenditure 2,5 2,0 1,5 CUMULATED M&A 1,0 $2.5BN 0,5 0,0 FY 06 FY 07 FY 08 FY 09 FY 10 FY 11 FY 12 FY 13 FY 14 FY 15

Acquision of subsidiaries (net of cash acquired)

Sources: Company reports, press releases Notes: (1) Acvision standalone figures (excluding Vivendi Games acquisions); (2) High Moon was acquired by Vivendi Games; (3) Closing sll pending

78 A DIFFERENT POSITIONING, A DIFFERENT ORGANIZATION

OPEN WORLDS, A MAJOR GROWTH DRIVER

OPEN WORLDS SHARE OF TOTAL MARKET* FY08 FY15 7 % 33% *NPD, GFK, value, physical sales

79 A DIFFERENT POSITIONING, A DIFFERENT ORGANIZATION

ONLY UBISOFT CAN REGULARLY DELIVER OPEN WORLDS

UBISOFT EA ATVI TTWO KONAMI CD PROJECT WARNER

FY14 AC 4 GTA V BATMAN

AC UNITY FAR CRY 4 FY15 DRAGON AGE DESTINY WATCH_DOGS THE CREW

AC SYNDICATE METAL THE BATMAN FY16 FAR CRY PRIMAL GEAR WITCHER MAD MAX THE DIVISION

= GREAT VISIBILITY YEAR AFTER YEAR

80 A DIFFERENT POSITIONING, A DIFFERENT ORGANIZATION

WHY 9000 STUDIO EMPLOYEES?

To create GREAT NEW IPS

To take advantage of OPEN WORLD GROWTH

To have better LONG-TERM VISIBILITY ON OUR PIPELINE

To come back STRONG ON THE MULTIPLAYER FRONT

To bring GREAT DIGITAL SERVICES

2/3 OF PRODUCTION IN COMPETITIVE COST COUNTRIES and our costs are materially* lower than direct peers

*Internal estimates 81