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Far Cry

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Documents about Far Cry

Cover of Ubisoft FY22 Earnings
Financial report12 pages

Ubisoft FY22 Earnings

The fiscal year 2022 earnings report for Ubisoft outlines the company’s financial performance, strategic brand development, and organizational evolution.

  • Ubisoft generated €2,129 million in net bookings for FY22, a 5% year-over-year decline, with non-IFRS operating income falling to €407.6 million from €473.3 million.
  • Back-catalog titles remain the company's primary revenue driver, growing 11% to account for 67% of total net bookings, marking the fourth consecutive year legacy titles have provided over half of total revenue.
  • Digital revenue remains a core business pillar, representing 78% of total net bookings for the fiscal year.
UbisoftMay 2022
Cover of Ubisoft Full-Year 2021-22 Earnings Results
Financial report16 pages

Ubisoft Full-Year 2021-22 Earnings Results

Ubisoft’s fiscal year 2021-22 performance reflects a period of strategic transition characterized by a moderate contraction in top-line financial metrics.

  • Ubisoft experienced a financial contraction in fiscal year 2021-22, with net bookings falling 5.0% to €2,128.5 million and IFRS sales declining 4.4% to €2,125.2 million.
  • The company’s liquidity position shifted significantly, moving from a positive free cash flow of €72.3 million to a negative €282.0 million, resulting in a net cash deficit of €282.7 million.
  • Core franchises including Assassin’s Creed, Far Cry, and Rainbow Six achieved record-breaking performances, serving as the primary drivers of the company's stability.
UbisoftMay 2022
Cover of Ubisoft Faces ‘Great Exodus’
Article

Ubisoft Faces ‘Great Exodus’

Ubisoft is currently experiencing a significant period of staff attrition, characterized by the departure of dozens of key developers who previously contributed to major AAA franchises such as Far Cry 6 and Assassin’s Creed Valhalla.

  • Ubisoft is experiencing a significant loss of senior talent, with dozens of key developers from major franchises like Far Cry 6 and Assassin’s Creed Valhalla departing over an 18-month period.
  • LinkedIn data indicates an attrition rate of 12% at Ubisoft, which is higher than industry peers like EA (9%) and Epic Games (7%), though lower than Activision Blizzard (16%).
  • Departing employees cite low compensation and dissatisfaction with management’s handling of internal misconduct scandals as primary drivers for leaving.
Game World ObserverDec 2021
Cover of Ubisoft FY22 Earnings: H1 Performance
Financial report13 pages

Ubisoft FY22 Earnings: H1 Performance

Ubisoft’s H1 FY22 earnings report details the company’s financial performance for the first half of the fiscal year, highlighting a period of transition characterized by a reliance on back-catalog strength and proprietary brand performance.

UbisoftOct 2021
Cover of Ubisoft First-Quarter 2021-22 Sales
Financial report8 pages

Ubisoft First-Quarter 2021-22 Sales

Ubisoft’s first-quarter financial results for fiscal year 2021-22 demonstrate performance in line with internal expectations, characterized by a 3.8% increase in net bookings compared to the same period in 2019-20.

UbisoftJul 2021
Cover of Dynamics: The State of the Art
64 min
Game Developers Conference64 min

Dynamics: The State of the Art

The game industry currently lacks a unified framework for understanding how games generate meaning, a deficiency that hinders the medium’s maturation.

  • Meaning in games is not inherent in static rules but emerges from the juxtaposition of player actions and systemic responses, similar to the Kuleshov Effect in cinema.
  • The industry must shift focus from borrowing narrative techniques from other media to prioritizing foundational dynamics—the runtime behaviors generated by mechanics.
  • Designers must balance authorial control with open systems, as seen in titles like Splinter Cell and Far Cry 2, to foster player-driven dynamics.
Game Developers ConferenceJan 2021
Cover of Procedural World Generation of Far Cry 5
60 min
Game Developers Conference60 min

Procedural World Generation of Far Cry 5

The development of Far Cry 5 relied on a sophisticated procedural pipeline designed to manage the immense scale of the game world while maintaining artistic control and environmental consistency.

  • Ubisoft developed a procedural pipeline for Far Cry 5 that automated complex world-building tasks, including freshwater network generation, biome distribution, cliff geometry creation, and fog density mapping.
  • The procedural system operates on a sector-based granularity of 64 by 64 meters, allowing developers to bake data locally under the camera, across specific map sections, or within the camera's frustum to optimize performance.
  • Cliff generation is driven by terrain slope thresholds, which are then remeshed to remove stretched quads and processed with flow simulations to create realistic geological stratification and erosion effects.
Game Developers ConferenceNov 2020
Cover of Ubisoft Rapport Financier Semestriel 2020-21
Financial report42 pages

Ubisoft Rapport Financier Semestriel 2020-21

Ubisoft demonstrated resilient financial performance during the first half of the 2020-21 fiscal year, characterized by a 14.2 percent increase in net bookings to €754.7 million and a substantial rise in non-IFRS operating profit to €114.3 million.

UbisoftNov 2020
Cover of Ubisoft H1 FY21 Earnings
Financial report12 pages

Ubisoft H1 FY21 Earnings

Ubisoft’s H1 FY21 earnings report details a period of strong financial performance, characterized by a significant increase in net bookings and a record operating margin of 15%.

UbisoftOct 2020
Cover of Ubisoft First-Half 2020-21 Earnings Figures
Financial report14 pages

Ubisoft First-Half 2020-21 Earnings Figures

Ubisoft’s first-half earnings for fiscal year 2020-21 demonstrate strong financial outperformance, characterized by record profitability and significant growth in digital and back-catalog net bookings.

UbisoftOct 2020
Cover of Water Rendering in Far Cry 5
49 min
Game Developers Conference49 min

Water Rendering in Far Cry 5

The modernization of water rendering in Far Cry 5 centers on transitioning from manual, sector-based placement to a procedural, spline-based architecture.

  • Far Cry 5 utilizes a unified water system that replaces previous fragmented methods with a single engine function, handling water quadtrees, streaming height maps, and dynamic water levels for rivers, lakes, and waterfalls.
  • The rendering pipeline employs screen-space tessellation using a 16x16 tile grid, where constant density is achieved by mapping instance IDs to draw calls via an indirect arguments buffer.
  • To optimize performance, the team implemented a distance-based Level of Detail (LOD) approach for surface shape calculations, reducing texture fetches from nine per pixel for nearby water to three per pixel for distant water.
Game Developers ConferenceDec 2019
Cover of Character Pipeline and Customization System for Far Cry Primal
59 min
Game Developers Conference59 min

Character Pipeline and Customization System for Far Cry Primal

The development of Far Cry Primal necessitated a fundamental shift in character production, moving away from restrictive, software-specific workflows toward a flexible, cross-platform architecture.

  • The character pipeline transitioned from a 3ds Max-centric model to a flexible, Python-based architecture that supports both Maya and 3ds Max, enabling a unified interface for artists.
  • The 'Wolfskin' data-oriented system enables real-time asset hot-reloading and modular development, reducing character integration time from hours to minutes.
  • A deterministic DNA-based generator replaced random spawning to allow for curated asset combinations, simplified debugging, and seamless integration of gameplay-driven gear upgrades.
Game Developers ConferenceNov 2019

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