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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?

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!

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.

I like to share success stories

One of the things I like the most about the games industry are the success stories. I like when people, for a reason or another, join together and achieve great success, higher than they expected. This possibility is one of the elements that keeps me within the games industry.

I am aware of the “survivorship bias” here, and I know that I cannot reproduce the success of others. I have been in enough projects to understand that every successful game is a little miracle. A combination of multiple factors. You cannot just follow guides and tips and be successful. And that’s exactly what I find attractive of this business.

When I celebrate concrete case studies over here is not to give false hopes to people. It’s not a “hey, look at them! they did that with few resources, you should do the same, it’s easy!”. Not at all.

It’s just that my LinkedIn feed in the last 2 years is filled with empty messages, sexy selfies, and bad news. And I just genuinely like to spread good news, and say “hey, everything is freaking hard, but I am a gamer and believe me: an epic win is always possible.”

Consoles aren’t dead

According to the popular marketing insight service Circana, on November this year the 3rd most sold console has been NEX Playground. In case you don’t know what it is, here’s the console.

The console is small and cubic, and has no controller. You play videogames like you did on XBOX Kinect years ago. The target audience is clear, the same as WII, families. The business model is subscription. You buy the console for around $250 and then you pay a monthly fee to get access to all games. The power, according to a recent interview of its company founder, is similar to a PS3. No next gen, no controller, simplicity at its best.

Will this console beat next gen consoles like PS6? No, of course not. But to me, the fact that has oversold XBOX for instance is a sign that:

  1. Console market is not dead at all, as someone says
  2. The market needs something simpler

Europe needs something like this, for me. Especially now that we are researching more on making our own chips to not be dependent on China, it would be great making our own console, as an excuse and for the chance of building our own Nintendo. I would probably target 10-13 preteens in full “obsession age” and make cool games. I would probably also add a simple 2 buttons controller for having better kinesthetics for whoever who doesn’t want to move.

The main feature, to me, should be that the console should work like old consoles: you turn ON and the game appears. No connections, no loadings, no system checks before it’s truly needed. It would be so cool to participate in a project like that!

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.

My takes on The Game Awards

Today my post came later because I wanted to watch the whole show of The Game Awards, so I took my time. I loved the show, in my opinion it is getting better and better. I liked it better than last year, because I found the new teasers less like a Tool video and with more hope.

The first take is that it is a great time for independent developers. The creative director of Sandfall told that he is thankful for youtubers for putting out tutorials because he had no idea on how to make a game. And the game he made with the team was the most appreciated in the history of TGA, so yeah… I guess it’s easier to make games nowadays. The important part is the creativity, now more than ever. And I believe that now it’s a moment where we can, and should, risk a little bit more in that sense. Avoid repeating formulas, find new recipes. Now the tech permit beat everybody else with less than $10M.

Another trend I am noticing is that horror and monsters is casualizing. Monsters are getting cool, I saw zombies dressed like rappers and cool things like that. Sci-fi, instead, is animalizing always more, with bears and dogs in tech armor. These are two new trends that have been started years ago (in my opinion, from Twilight and Guardians of the Galaxy, respectively) but that now are exploding.

During my view of the show there were tears in my eye. First reason is because the show is fantastic if you love videogames. There is music and stunning visuals, incredible people coming on the show. There is everything I love. But I cried also for a little bit of nostalgia/sadness: it’s because it’s very hard to participate into something like the games presented there. Most of the work in games is on very poor experiences, so I feel that maybe I am losing my time. Maybe I do need to really care about my own world, things I want to put out there, and leave the chase of the next client. I have to think about that.