Updated Apr 30, 2026 by Ubisoft
Article
Published by Ubisoft
Ubisoft is advancing its organizational transformation by appointing new leadership to oversee its Creative Houses operating model. This structural shift organizes the company’s development teams into five distinct Creative Houses, each granted greater autonomy and accountability for the long-term growth and development of specific brand portfolios. The initiative aims to streamline production by aligning studios based on shared player experiences and genre-specific expertise. Julien Bares has been appointed General Manager of Creative Houses 3 and 5, where he will oversee high-intensity live service titles such as The Crew and For Honor, as well as casual and mobile gaming brands like Just Dance and Hungry Shark. Bares brings over 25 years of industry experience, including previous roles at Tencent Games Global and 2K China, to manage these portfolios. Simultaneously, Thomas Andrén has been named General Manager of the Creative Network. In this role, he will lead a centralized group of expert studios tasked with providing cross-functional production support and technical expertise to the various Creative Houses. These appointments reflect a strategic effort to balance decentralized creative ownership with centralized operational support. By leveraging the combined expertise of these new leaders, the company intends to foster innovation and improve delivery agility across its global studio network. This transition marks a significant milestone in the company’s ongoing efforts to refine its internal structure, optimize its development pipeline, and enhance the quality of its diverse gaming portfolio across console, mobile, and online platforms.
PRESS RELEASE UBISOFT Ubisoft.com Ubisoft Appoints New Leaders to Advance Its Creative Houses Operating Model Julien named General 3 and 5; Thomas Andr Bares named Manager Houses Network é n General of Creative of the Creative Manager PARIS – MARCH 17, 2026 – Today Ubisoft announced new leadership appointments supporting the rollout of its Creative Houses-led operating model, marking an important step in the company’s ongoing transformation. Julien Bares will join Ubisoft as General Manager of Creative Houses 3, focused on high intensity live experiences, and Creative House 5, dedicated to casual and mobile play. Thomas Andrén has been appointed General Manager of the Creative Network, which will bring together a network of expert studios providing best-in-class production and cross functional creative expertise in support of the Creative Houses. Under this new structure, teams are organized into five distinct Creative Houses aligned around brands that share similar player experiences and genres. Each Creative House operates with clear ownership of its brands and responsibility for their development and long-term growth, empowering teams with greater autonomy and accountability. Bringing deep expertise across the games and technology sectors, Bares and Andrén will lead teams as they transition into this new operating model.
ear ownership of its brands and responsibility for their development and long-term growth, empowering teams with greater autonomy and accountability. Bringing deep expertise across the games and technology sectors, Bares and Andrén will lead teams as they transition into this new operating model. “I am very pleased to see Julien and Thomas stepping into these strategic roles. They both bring proven experience in game development and a shared passion for our industry,” said Yves Guillemot, co-founder and CEO, Ubisoft. “Their vision and their ability to bring together top talent will be key to creating compelling experiences that delight players, while contributing to Ubisoft’s transformation and growth.” Julien Bares Appointed General Manager of Creative Houses 3 and 5 Joining Ubisoft on March 23, Bares has more than 25 years of extensive experience across game development, studio leadership, and business operations spanning mobile, console, online, and social games. Most recently, he served as Head of Development and Portfolio Support at Tencent Games Global. Prior to that, he was General Manager of 2K China. Bares began his career at Ubisoft, where he worked as a Producer on Tom Clancy’s Ghost Recon and Tom Clancy’s Splinter Cell. With his experience across multiple genres, business models and global studio leadership, as well as strong knowledge of Ubisoft, he will lead Creative House 3, focused on high-intensity live experiences including brands such as The
ducer on Tom Clancy’s Ghost Recon and Tom Clancy’s Splinter Cell. With his experience across multiple genres, business models and global studio leadership, as well as strong knowledge of Ubisoft, he will lead Creative House 3, focused on high-intensity live experiences including brands such as The Page 1 / 3
Crew, For Honor, and Riders Republic, as well as Creative House 5, dedicated to casual and mobile play and including brands such as Just Dance, Growtopia, Hungry Shark, and more. “I entered the games industry to create experiences that resonate with players," said Julien Bares, General Manager, Ubisoft. “Leading Creative Houses 3 and 5 is an opportunity to partner with incredibly talented teams to build innovative games and deepen the connections we have with our communities. By combining powerful technology and smart collaboration across our studios, we can push the boundaries and continue building on Ubisoft’s unique creative culture.” Thomas Andrén Appointed General Manager of the Creative Network As General Manager of the Creative Network, Andrén will oversee a group of expert studios bringing world-class capabilities, strong delivery expertise, and the agility to support Creative Houses across a wide range of development mandates. Andrén has more than 20 years of leadership experience across media, technology, and gaming. Before joining Massive Entertainment at Ubisoft, he served as Chief Operating Officer at Red Bee Media, where he led complex international operations and transformation initiatives. At Ubisoft, Andrén and the teams at Massive Entertainment have contributed to the delivery of Star Wars Outlaws and its DLCs, Avatar: Frontiers of Pandora and the recent From the Ashes DLC, while helping secure the long-term roadmap for The Division franchise. He strengthened cross-studio collaboration across projects and technology teams overseeing teams including Ubisoft Bucharest, Ubisoft Craiova and Ubisoft RedLynx.
Avatar: Frontiers of Pandora and the recent From the Ashes DLC, while helping secure the long-term roadmap for The Division franchise. He strengthened cross-studio collaboration across projects and technology teams overseeing teams including Ubisoft Bucharest, Ubisoft Craiova and Ubisoft RedLynx. Andrén will begin his new role on April 1. He will also be the interim Managing Director for Massive Entertainment until his replacement is found. “The Creative Network within Ubisoft’s new operating model represents an incredible concentration of expertise, craftsmanship, and innovation,” said Thomas Andrén, General Manager of the Creative Network. “Each studio brings its own unique strengths and capabilities, and by strengthening collaboration across the network and with our Creative Houses, we can combine agility with world-class expertise to support the development of ambitious games and deliver great new experiences for players.” For more information, please visit news.ubisoft.com.
nd capabilities, and by strengthening collaboration across the network and with our Creative Houses, we can combine agility with world-class expertise to support the development of ambitious games and deliver great new experiences for players.” For more information, please visit news.ubisoft.com. # # # Press Heather Haefner, contact Director, Global Corporate Communications [email protected] About Ubisoft is a creator of worlds, committed to enriching players’ lives with original and memorable entertainment Ubisoft experiences. Ubisoft’s global teams create and develop a deep and diverse portfolio of games, featuring brands such as Assassin’s Creed®, Brawlhalla®, For Honor®, Far Cry®, Tom Clancy’s Ghost Recon®, Just Dance®, Rabbids®, Tom Clancy’s Rainbow Six®, The Crew® and Tom Clancy’s The Division®. With a Ubisoft+ subscription, players can access new releases, premium editions and extra content on Day One on PC, console and cloud. For the 2024-25 fiscal year, Ubisoft generated net bookings of €1.85 billion. To learn more, please visit: www.ubisoft.group.com Page 2 / 3
The Supplier Code of Conduct for Take-Two Interactive Software, Inc., updated in April 2023, establishes the ethical, legal, and professional standards required of all third-party partners. The primary thesis is that all suppliers, consultants, and vendors must mirror the company’s internal commitment to honesty, integrity, and human rights. This mandate extends globally to any entity providing goods or services, including distribution, marketing, and manufacturing, and requires these partners to ensure compliance among their own subcontractors and employees. The document outlines specific legal requirements across several critical domains. Suppliers must strictly adhere to competition and antitrust laws, anti-bribery and corruption statutes such as the US Foreign Corrupt Practices Act and the UK Bribery Act, and anti-money laundering regulations. Furthermore, the scope includes strict compliance with trade sanctions and export controls, specifically highlighting high-risk regions such as Iran, Cuba, Syria, North Korea, and certain areas of Ukraine. Partners are also prohibited from engaging in insider trading based on non-public information gained through their relationship with the company. Beyond legal compliance, the standards emphasize social responsibility and operational integrity. Key provisions include the prohibition of child or prison labor, the protection of fundamental human rights, and the maintenance of a work environment free from discrimination and harassment. Suppliers are required to maintain accurate financial records, protect intellectual property, and avoid conflicts of interest. To ensure adherence, the company reserves the right to conduct periodic audits and requires immediate notification of any legal investigations or violations. A global reporting infrastructure is provided, featuring a 24-hour ethics hotline available across more than twenty countries, supported by a non-retaliation policy for those reporting grievances in good faith.
The briefing clarified GREE’s strategic outlook for FY2019, emphasizing a steady domestic game portfolio while pursuing growth overseas. In Japan, the company expects no major shift in performance for existing titles but plans to broaden multiplatform distribution and launch new releases in the second half of FY2019, projecting an earnings uptrend. Internationally, GREE is developing and self‑distributing overseas versions of current titles, targeting markets with high profitability potential. Human resource allocation reflects this focus: sufficient staff are dedicated to overseas distribution and new title development, while existing titles receive concentrated support for top performers and operational stability for less successful ones. China is identified as a priority market, with preparations underway to initiate operations and marketing. The company also highlights the Facebook Messenger platform as a high‑potential channel for new titles, indicating an expansion into social media gaming. Advertising strategy will be selective; overseas launches of self‑distributed titles will receive targeted, efficient campaigns rather than broad mass media spend. Regulatory compliance and consumer protection are addressed through company‑wide measures to prevent gacha system issues, including strengthened evaluation protocols and employee training. The REALITY livestreaming platform for VTubers is in an exploratory phase, with ongoing data collection on technology, planning, and marketing to build know‑how for future content expansion. Overall, GREE’s FY2019 strategy balances domestic stability with aggressive international diversification and platform innovation.
GungHo Online Entertainment’s FY 2025 financial briefing outlines a strategic pivot from Japan‑centric mobile development toward global expansion, emphasizing action titles on consoles and PCs. The company reports a 64.1 % overseas net‑sales ratio in FY 2025, up from 47.7 % in 2019 and 56.2 % in 2020, reflecting intensified sales in North America and Europe through new releases such as “Let It Die: Inferno” on PlayStation 5, Steam, and Nintendo Switch. The launch of nine global titles in 2025, including the “Ragnarok” series and “Puzzle & Dragons,” is highlighted as a key growth driver, with the latter celebrating its 5 000‑day anniversary and hosting cross‑platform events to boost user activity. Financially, consolidated net sales fell by 1.3 % YoY to ¥125.3 billion, driven mainly by declines in mobile titles and “Ragnarok”‑related revenue under subsidiary Gravity. Operating profit contracted by 9.3 % YoY to ¥276 million, as SG&A expenses rose due to increased advertising spend and personnel costs following the full acquisition of Alim in December 2024. Non‑consolidated results remained flat, but mobile sales slipped and Gravity’s “Ragnarok” titles underperformed, contributing to the consolidated loss. The briefing covers a global geographic scope—North America, Europe, Latin America, and Asia—with a 2025 focus on launching titles in over 150 countries. Methodologically, data derive from consolidated financial statements and quarterly performance metrics, with a clear emphasis on aligning product development with international market demand.
The presentation reports fiscal year 2020 first‑quarter results for a Japanese entertainment company. Net sales reached 15.8 billion yen, operating income was 1.2 billion yen and EBITDA 1.3 billion yen, surpassing the mid‑to‑high hundred‑million yen forecast and maintaining a stable operating margin despite a quarter‑on‑quarter sales decline driven by post‑anniversary event effects and the transfer of some game titles to improve profitability. Cost controls, particularly a 1.5 billion yen reduction in advertising and outsourcing expenses, offset the sales drop and kept operating income flat. An extraordinary income from equity issuance related to a listing event contributed positively to net income. Geographically, the company expanded its flagship title “DanMachi” into 27 European markets and continued global distribution in Japan, Asia, North America, and Europe. The live‑entertainment segment launched a reality virtual platform, hosting festivals and new program formats to broaden content offerings. The advertising and media arm focused on strengthening community engagement through targeted campaigns and anime tie‑ins, while the game development pipeline aimed to release two new titles in FY 2020 and plan four to six additional releases for FY 2021. Methodologically, the figures derive from consolidated financial statements and internal cost‑tracking systems. The outlook for Q2 projects operating income around 0.5 billion yen, with increased advertising spend to activate promising titles and a continued decline in browser game revenue. The company’s investment securities, notably the Bushiroad listing, are expected to continue appreciating in value.