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Tag: insight

Ubisoft and the “Efficiency Trap”: Why Algorithmic Logic Can’t Save a Lost Vision

The recent news regarding Ubisoft isn’t just another headline about industry layoffs; it’s a “leading indicator” of a systemic crash. When the numbers don’t add up, the corporate playbook is predictably uninspired: cut the talent, automate the core, and pray the spreadsheet balances itself out.

But creativity isn’t an assembly line, Ubisoft might be the “canary in the coal mine” for an industry chasing its own tail. This isn’t just a trend; it’s a form of “drowning.” When inefficiency (ROI) drops too low, leadership grabs whatever is in reach—AI, NFT initiatives, or massive restructuring—often without even knowing what questions to ask their experts. They are borrowing against a future they don’t understand, hoping that money alone can catch the wind.

The “Glass Ceiling” of the French Elite

A company is only as brave as its leadership, and here we find a significant bottleneck. Ubisoft’s executive team is roughly 90% French, educated at the same elite business schools (ESSEC, ISG), with tenures spanning 30 years.

While these credentials are impressive on paper, they’ve created a cultural monoculture. This “upper-middle-class business elite” is now tasked with innovating for a global, diverse audience they are increasingly disconnected from. When leadership hasn’t seen the inside of another studio in three decades, they stop leading and start rehashing.

The AI Gamble: Partner or “Slop” Generator?

The debate around AI in development is often polarized. Someone argues that AAA gaming is “dead” without AI to reduce the staggering $200m+ budgets. I don’t disagree that budgets are exploding, but I disagree that AI is the silver bullet for quality.

AI isn’t the root of the problem, but it’s a risky “solution”. Relying on a technology that hasn’t yet delivered on its creative promises to save your strategy is a bet, not a plan. If you use AI to generate “slop,” you might save on costs, but you’ll lose the player.

From Rational Design to Brand Decay

Ubisoft once had a superpower: Rational Game Design. It was a method that allowed them to optimize the creation of epic adventures while maintaining a clear vision. But as they chased whales, “Games as a Service,” and unsustainable growth, they lost the creative DNA that made them special.

A software (and AI is just that) cannot solve a brand crisis. AI can’t fix the fact that Ubisoft has distanced itself from player fantasies and instinct—things that aren’t taught in prestigious business schools.

The Opportunity in the Chaos

The failure of long-term vision in these managers is an opening. The collapse of the old guard creates space for those who actually understand imagination and positioning.

Ubisoft’s stock may be back to 1998 levels, but the talent is still out there. The question is: will they be allowed to lead, or will they be replaced by an algorithm until there’s nothing left to automate?

Good leaders and alignment

I am playing Clair Obscur: Expedition 33 these days and I am honestly amazed by the game. As a designer, what interests me the most is the tricks they have used to avoid too much costs on things like cutscenes, level design, and so on. No worries, I am not going to spoil anything.

To me, that game is a case of good leadership; you can feel that the people involved worked on something they truly believed in. You can feel the responsibility of each one of them, and also the clarity of the vision holders. This game is a small miracle, in a way.

In fact, imagine you are the leader of a new game, let’s say it’s your own idea. How do you know it’s the good one? You don’t, so it’s better to keep it clear to your team while you cultivate relationships with them. I define this as “alignment”, but this includes lots of things: empathy, problem solving, team involvement and so on.

A good leader is not a genius, it’s the one who leads the team towards success. And that means you should be very aware on where they are stepping into, and how. And if you don’t know what to do (pretty common situation), just say it and find a solution together.

Put your game on top

I believe that games should speak from themselves and not for the technology that lies behind them.

Example: you make a great game, very successful, then you reveal how you did it. You can say everybody the technological advancements you did.

The other way around bothers me, it’s pure hype and generally speaking BS. Lately, with recent technologies such as AI, many founders are pushing out BS narratives because many investors are looking at the wrong side of things: how to make the development cheaper.

Game development is already very cheap, compared to the distribution and positioning. It’s a matter of selling and make money, more than spend less to produce. If you find the best tech in the World to replace people, many other teams will find it. That will not be a differentiator, in my humble opinion.

That’s why promoting like “we are a new AI-based studio” has the same importance as “we are a new C++-based studio”, and things like that. It’s not interesting at all. And this without considering the blatant fact that players, generally speaking, hate slop.

2026 Game Design Manifesto

My hope for 2026 is that people begin to wake up from the algorithmic torpor that has rendered so many things utterly mediocre. This year I want to work with organizations who believe that we can change this. We’re designing for ranking algorithms and User Acquisition funnels, that’s not how we continue to build a culture.

Sometimes, Players are being treated like tourists in big cities. They walk where it has been decided they should walk, consuming content. I’ve seen this especially in mobile free-to-play, where games are being used as advertising platforms for other games. Consequently, people drift from one insignificant, compromised experience to the next without much thought. Sometimes these games make lots of money in a short time, out of compulsive behaviors. Who will remember them in 5 years?

In a heavily “product-managerized” sector, KPIs become goals for projects to be greenlighted and continue: indicators are more important than meaning. We look at numbers and “kill” projects more than work properly on visions. Optimization takes priority on live operation, we either get that numbers or we just stop believing in what we worked heavily on. We treat our games like McKinsey consultants would, and that’s why every new game feels exactly the same.

Digital storefronts do not curate content, leaving everything to algorithms that make decisions based on the common denominator. 90%+ of mobile game ads today are freaking AI slop, because that works within this system. Because misleading ads are not just allowed, they are “best practices”. Marketing for mobile has become finding players for your game, and not finding games for your players as it should be.

This inevitably leads to workplace exploitation. Because if the end customer cannot appreciate the work behind the scenes nor see any entertaining vision, our touch can never be properly recognized. If we are led by data reports and benchmarks instead of creativity, how can we really do our job?

Anyone capable of spinning a narrative can come along and promise to make games using procedural content generation algorithms and other technologies that mimic human creativity. Because, in the end, when creators are hired to repeat formulas, who cares if it’s a machine doing that? What’s the problem in using cheap performance marketing pipelines, stealing concepts from others? That’s how we stop producing value, losing credibility as artists and makers.

I wish to see the end of this in 2026, or at least the first steps towards it. I wish to work more with people who see mobile games as live entertainment, accessible to everyone where the clients (people who spend) can find real added value in making their purchases because they can find on the other end people who trust in their visions. Liveop game design is a lot about this and game design has many tools under its belt.

Also the AAA crisis has to do with this, in my opinion: quality is treated merely as “content”, something to be consumed, rather than a means to push the industry forward. We are witnessing to the inevitable disease of exploding budgets and the “Mongol Horde” concept: throw more people at it, to put out more and more, but not better. When a game costs $200M+ to make, stakeholders become terrified of “different”, they want “proven”. It’s only exploitation of “established” concepts, without exploration.

AAA games make sense, instead, where they push tech forward, and there’s still lots of innovation to make, not merely new devices, or engines, or whatever. New goals for the players, new progression vectors, new multiplayer interactions. Clair Obscur: Expedition 33, game of the year, is a great example of this. That’s not an indie game: 500 people working on it, professional actors dubbing… that’s a smart way of doing high quality games. AAA should take example from that, not indies. AAA companies should keep an indie-like discovery, exploration for new games before of giving production power. Which is something common in mobile space, as well.

I wish to employ my game design skills with people who understand deeply this, in 2026.

How can we improve this together? Here’s some of my action points, ideas to start from:

1. Reinvent the credits: We must showcase the labor we do, even within the game itself or collaborating truly with content creators. Explain the cost in terms of people and time, even for things that seem simple from the outside. Educate. People have no idea what our work entails; it must be made more visible, and that starts from us. Imagine a “Behind the Scenes” menu tab integrated into the UI that shows the iterations a character’s main actions went through.

* References: Detroid: Become Human has a cool feature where you unlock character models and artwork by using points earned during your choice. On mobile, we have the drawer widget with comments as a proven signifier for comments, why don’t we use that more to engage with our players? Why should we wait for reviews, surveys and comments on social networks? In 2026, I wish to work with games that are always more live.

* Industry Reality: Players currently view games as “magic software” that appears on a screen. Showing the labor could help bridge the empathy gap that currently leads to toxic discourse and crunch culture.

2. Hire fresh talent: we need to bet on people who can understand new audiences because they are part of them, to avoid repeating formulas. We need junior professionals and also seniors from other disciplines: the best games in the history have been made by people with zero experience in games, that’s a fact. They are making great things in indie and AA, we need courage and patience. Some of the most influential designers came from architecture, film, or board games. We need experts to guide and avoid pitfalls, but also space for new energies to create the playgrounds of tomorrow.

* The Statistic: In recent years, the industry has skewed heavily toward specialization. According to some industry reports, nearly 60% of job openings in mid-to-large studios now require 5+ years of direct game industry experience. By locking out “outsiders” and juniors, we are effectively inbreeding our ideas. We need a new perspective to break the loops.

3. Develop European tech: the recent success of Nex Playground in the US (third most sold console, beating Xbox in November) is a clear message that there’s room of innovation on simple and cheaper consoles. A console with the computational power of a PS3 beating the last gen, could you imagine that?

We need to invest in our own structures, and games are the perfect excuse to push technologies forward. We need our platforms, and infrastructure. I dream of a European Nintendo, with the clear mission to onboard new generations in high quality but more accessible consoles. New gen consoles are too complicated for new audiences (11-13, pre-teens in the “age of obsession”, as game designer and author Jesse Schell used to say).

* The Data: While PS5 and Xbox Series X/S battle for the “hardcore” 18-35 demographic, there is a massive vacuum in the “Tween” (11-13) and family market.

* The Opportunity: Nintendo currently owns that space almost exclusively. If Europe, which has incredible hardware engineering talent in Germany, France, and the Nordics, could create a hardware-software ecosystem that prioritizes accessibility over teraflops, it could disrupt the “arms race” that is currently bankrupting studios.

Much more can be done, also in the field of working rights and more fair bonus structures. This year I want to use this platform to connect with like-minded people, with a real desire of changing things.

These are my wishes for 2026. Have a great year everybody!

Strategic resolutions

I’m warning you: this is a boring New Year’s message.

It has no cinematic trailers, no dramatic feature reveals, and no hype. It’s about strategy. And in game design, true strategy is the stuff that looks tedious on a whiteboard.

We live in the attention economy, where every scroll, every platform, and every trend tells us that if your idea doesn’t entertain immediately—if it isn’t viral motion—it’s worthless. We see fellow developers chasing the latest “Friend-slop” or Idle-Horror micro-genre without asking the fundamental why.

But while everyone is busy publishing, recording, and moving, those who create lasting value are thinking.

The Game Designer’s Quiet Revolution

What changes the market is the silent architecture beneath the surface. We, as designers, are designing complex systems that capture and retain attention against impossible odds.

The most successful studios are those focused on the “boring stuff”: designing robust systems, defining clear processes, and understanding player psychology at its most fundamental level.

2026 Strategy: The Three Pillars of Quiet Design

As you close out a noisy year, take this challenge: stop chasing the manifestation (the trends) and start analyzing the instinctual core (the “why”).

The real strategy for your next project, the one that guarantees more than a flash of viral luck, comes down to three acts of “boring” reflection:

  1. Map the Instinct (The Core Loop): Define the 1-3 primal instincts your game satisfies. Is it pure Acquisition (the loot)? Is it Escape (the tension)? Is it Gregariousness (the social bond)? If you can’t name the instinct, you can’t design the loop.
  2. Deconstruct the System: Your game is a service, not a product. What is the core system that keeps the player coming back? For every flashy feature, define its input and its output. Can you describe your core loop in three elegant sentences that include all monetization and retention mechanics?
  3. Validate the Silence: Before you code, publish, or hype, engage in the ultimate boring task: data validation. Analyze your competition by tracking their update patterns and reading player comments. Your solitude ensures you reduce the risk of building something nobody wants.

Your biggest asset is your talent to see a successful idle RPG system and apply its flow to a new PS5 platformer. But that talent must be cultivated in silence.

So, for 2026, make this your rule: Pass more time alone. Isolate. Turn off the noise. Think.

What seems like time wasted in deep thought is what makes your game resilient. The boring stuff is what makes you free.

Show your impact

The interviewer just asked you: “Tell me about a game project you’re proud of, and why.

You may hear a casual request for a portfolio highlight, but what the hiring manager, especially a leader, is listening for is impact. They want to know what behavior you changed, and what value that behavior drove.

As game designers, we often fall into the trap of talking purely about mechanics or systems: “I designed a beautiful, highly iterative combat loop” or “We built a seamless crafting system.”

But that misses the crucial connection. The best answers connect various layers of validation, proving that your design decisions were not just creative, but strategically effective.

Three Layers of Impact

To succeed as a senior designer, your answer must connect the micro (player behavior/action) to the macro (company value).

Layer 1: The Behavioral Change (The Micro)Layer 2: The Game Metric (The System Validation)Layer 3: The Instinct & Business Goal (The Value)
How did the player react? (e.g., Rage quitting on a particular level, persistent use of an unintended social tool, high frequency of “Skip” button presses on a narrative sequence, time spent in the new social hub.)How did this affect the game’s core health? (e.g., D1/D7/D30 Retention, Feature Usage Rate, Churn Rate on a specific difficulty level, Average Session Length, Conversion Rate from free-to-play to paid content.)What was the ultimate “why”? (e.g., Instinct Fulfillment like Gregariousness or Acquisition) and How did it drive Lifetime Value (LTV)?

You don’t need perfect attribution to demonstrate value. But you must be able to frame your work like this:

“We noticed [Behavioral Change], players were consistently rage-quitting Level 4 because the difficulty curve was too steep, violating their [Instinct] for Assertiveness. We responded by [Design Change Y], adding a mid-level checkpoint and a combat hint system. This immediately decreased our [Metric] Level 4 Churn Rate—by Z%. This mattered because a lower early churn rate directly feeds into higher [Business Goal] Player LTV.”

Even if your design is one small piece of a giant system, you must show you understand the full context it belongs to.

The Game Designer’s Advocate

In games, data is often incomplete. Hiring managers know this. What they want to know is: Do you understand what you should have measured?

If the data is missing, here is a simple framework to demonstrate your value:

  1. Qualitative Signals: Don’t dismiss soft feedback. What did you hear repeatedly in user testing? Did you receive unsolicited positive feedback about a new Flow state or a new feeling of Acquisition (the primal instinct) in a specific community channel? Did internal teams start referencing your work as a new standard?
  2. Advocate for Tracking: Proactively explain what success would have looked like and what specific metric you would have put in place (e.g., “We were aiming to increase the Gregariousness instinct, so I would have implemented a metric to track spontaneous friend requests after a shared victory.”). This shows you think like a business owner and are an advocate for measurement.
  3. Connect to the Missing Instinct: The ultimate question is always “What human problem did this solve?” If you can’t prove the financial success, prove the Instinctual Success. Show that your design fulfilled a deep human need, which, given proper resources, would eventually translate to business success.

Stop describing your design. Start describing its effect on the player and its impact on the business.

Christmas Morning Lesson

Happy Holidays! As you’re likely watching kids tear into giant boxes this Christmas morning, let’s talk about the biggest mistake in game development. A mistake even massive, experienced AAA studios repeat every single year.

They are falling into the rookie trap of mixing beauty corners with gameplay prototypes. I’m talking about that moment when you force a prototype, meant for raw mechanic testing, into a beautiful, highly polished “vertical slice.”

Prototypes with Fancy Bows

Why do studios do this? Because they chase ambition over clarity. They want the investors, the publisher, or even their own team to feel the final game instantly. But when you try to turn a gameplay test into a forced fake vertical slice, you are wasting massive time and money. You are making iteration slow, silly expensive, and often impossible.

You are creating a heavy dependency where there should be two separate, lightweight streams of work.

Keep the Gifts Separate

This Christmas, remember the golden rule of efficient development—and assembly:

  1. Gameplay Prototypes are the Instructions (The WHY): These are built for mechanics, feel, and flow. The art should be block-out geometry and colored cubes. They answer: Is the core system fun? Meaning, is there something interesting for the Players to discover? If the answer is no, you throw it away.
  2. Art Prototypes are the Decorations (The HOW): These are built for style, pipeline, and tech validation. They answer: Can we achieve this visual fidelity at this frame rate? If the answer is no, you pivot the tech without breaking the core fun.

Mixing them only adds a heavy dependency. Imagine getting a toy for Xmas, and the functional components are glued to the decorative exterior. If the gears break, you have to destroy the entire fancy shell to fix them. That is your silly expensive iteration.

You only merge them in the final vertical slice, once both sides stand on solid ground.

So, as you enjoy the day, remember this lesson from the trenches: Stop making your prototyping process a messy, expensive Christmas morning. Keep the gifts separated.

A tale of hope

The story of Clair Obscur: Expedition 33 is my favorite tale of 2025. Every successful game is a little miracle, but this one has been very well documented also by the mainstream journalism. As they say, the luck arrives while you’re working hard and that’s the case for this game.

The initial spark comes from a single guy working afterwork on Unreal Engine just because the program was fun to use. Then he contacted with a colleague to get extra guidance, he looks for connection and thanks to that he manages to stay 1-2 years working extra hours to find a possible formula for his game. Effort and connection, these things are both very important to me. In fact, it’s extremely hard to work solo on a project over a long period of time after your normal day job.

The third person is a business guy, ex university colleague, to focus on investments. Again, the founder of Sandfall Interactive looks to make business from the start, and that’s something very few people do.

And then there is the luck: they post on Reddit and other platforms to manage to find artists and voice over actors to sell better the idea (again, sell sell sell). And they have the luck to find the right people at the right time. After many pitches that went wrong, they found their way. And then everybody knows how the story ended, big success.

To conclude today’s post, let’s talk about hope, which is the true fun part of making games (or better, making everything in general). Everybody dreams of getting prizes, but the real fun is in MAKING games, especially for us designers and developers. It’s a struggle, includes lots of highs and lows, and also financial difficulties often. But we still do it because of our passion and talent. That’s exactly the important part, not the outcome. The fact of being together with other people and creating something we believe will be awesome, that’s what we truly strive for. The outcome is a little miracle, and great to have it, but it’s not the important part.

Fake ads consequences

I read the post from performance marketing expert Matej Lancaric on “fake ads”. With data, he demonstrated that big spenders do not care about fake ads, and they help to lower CPI (cost per install) for mobile games. Fake ads are regulated in other industries, not in mobile games.

From 200 real payers (including whales):

75% uninstall instantly when the game doesn’t match the ad

40% leave negative reviews

27% ask for refunds

But 17% of paying users STILL stay… and STILL spend

And here’s the uncomfortable part nobody wants to admit:

Those 17% often represent 60–80% of total revenue in 4X, SLG, and Casino.

Whales don’t care about fake ads.
Whales care about depth, progression, and competition.
And if fake ads drop your CPI from $60 → $15, the math wins. Every time.

The point here is that we, game creators, rely on algorithms to distribute our games nowadays. Speaking simply, a computer program decides on the visibility of our creations. We need to make good games but also think about how to trick the machine in order to make our craft arrive to the people. In the case of free-to-play the thing is worse because we need huge volume of people to find our real clients who are big spenders (described as “whales”, a term that comes from casinos).

The post doesn’t clarify WHY big spenders don’t care and fake ads spread rapidly. Also, it doesn’t explain what happens when people are exposed over a long period of time to fake ads. But we can make hypotheses:

  1. Whales are often addicted to gaming, so anything that stimulates their dopamine system is OK.
  2. Algorithms prefer easy to get, average, exciting moments.
  3. On the long term, brands corrode because of continuous exposition to fake ads.

I am still worried about those 75% of people who uninstall instantly. I mean, we are still paying for those people to install in first place. What if, instead of making fake stuff we make simple onboardings and put those into our fake ads? Maybe the conversion would be better and we could find more players.

Pragmata first impressions

While I am preparing my classes for this week, I have played the demo of Pragmata the new game by Capcom presented at The Game Awards. In Pragmata, you control a gunner with a little girl on his shoulder and you need to arrive from point A to point B solving spatial puzzles and destroying robots. To do that, you control the man to shoot at enemies and the little girl is a cyborg, capable of hacking the robots’ systems.

While you aim and shoot, then, you also have to move a cursor on a grid and solve simple puzzles. During the exploration you can find extra tiles for the grid that give you benefits (on damage, basically) and extra weapons for the man.

Pragmata is a game designed for people like me, 35+ year old, mostly male, who may or may not have children. The movement speed, the weapons feeling and the general pace reminds a lot of classic 2000s games, like Gears of War. The use of robots is savvy, because they are pretty slow compared with aliens for instance, so you have time to think in both the shooting and the puzzle. Capcom promises to publish a cool game, I am sold.