JOB DESCRIPTION
We’re working on a Splinter Cell remake, assembling a team with passion, drive and respect for the trifocal goggles. This is an opportunity to be part of a treasured franchise, rebuilt on Ubisoft’s Snowdrop engine to deliver next-generation visuals and modernized stealth gameplay, while preserving what's at the heart of the Splinter Cell experience.
On Being a Scriptwriter at Ubisoft Toronto
Using the first Splinter Cell game as our foundation we are rewriting and updating the story for a modern-day audience. We want to keep the spirit and themes of the original game while exploring our characters and the world to make them more authentic and believable. As a Scriptwriter at Ubisoft Toronto, you will join the Narrative team and help create a cohesive and compelling narrative experience for a new audience of Splinter Cell fans.
Type of Position: Permanent, full-time; Toronto, Ontario; Hybrid, flexible work environment
The daily life of a Scriptwriter at Ubisoft Toronto
- Writing compelling dialogue for in-game mission VO and Cinematic scenes
- Writing both scripted and systemic dialogue including barks and NPC conversation
- Developing character arcs and story beats through dialogue and other narrative elements
- Revising and editing dialogue based on director/lead feedback to ensure quality and consistency
- Participate in narrative reviews and provide feedback and suggestions
- Collaborating with relevant internal teams, such as narrative design, audio, animation, level design, and AI to maintain and ensure narrative continuity and logic
- Using in-house systems to implement dialogue into the game engine
What does modern-day audience actually mean? Is Sam Fisher gonna say "He's right behind me isn't he" every time he's detected?https://www.ubisoft.com/en-us/company/careers/search/743999852460741-scriptwriter-splinter-cell-
JOB DESCRIPTION
We’re working on a Splinter Cell remake, assembling a team with passion, drive and respect for the trifocal goggles. This is an opportunity to be part of a treasured franchise, rebuilt on Ubisoft’s Snowdrop engine to deliver next-generation visuals and modernized stealth gameplay, while preserving what's at the heart of the Splinter Cell experience.
On Being a Scriptwriter at Ubisoft Toronto
Using the first Splinter Cell game as our foundation we are rewriting and updating the story for a modern-day audience. We want to keep the spirit and themes of the original game while exploring our characters and the world to make them more authentic and believable. As a Scriptwriter at Ubisoft Toronto, you will join the Narrative team and help create a cohesive and compelling narrative experience for a new audience of Splinter Cell fans.
Type of Position: Permanent, full-time; Toronto, Ontario; Hybrid, flexible work environment
The daily life of a Scriptwriter at Ubisoft Toronto
- Writing compelling dialogue for in-game mission VO and Cinematic scenes
- Writing both scripted and systemic dialogue including barks and NPC conversation
- Developing character arcs and story beats through dialogue and other narrative elements
- Revising and editing dialogue based on director/lead feedback to ensure quality and consistency
- Participate in narrative reviews and provide feedback and suggestions
- Collaborating with relevant internal teams, such as narrative design, audio, animation, level design, and AI to maintain and ensure narrative continuity and logic
- Using in-house systems to implement dialogue into the game engine
What does modern-day audience actually mean?
It means the bad guy will be Russia and Trump, Fisher will be a zoomer right out of basic (fr fr bussin), and everyone but him will be black and trans. He might be bisexual too.What does modern-day audience actually mean? Is Sam Fisher gonna say "He's right behind me isn't he" every time he's detected?https://www.ubisoft.com/en-us/company/careers/search/743999852460741-scriptwriter-splinter-cell-
JOB DESCRIPTION
We’re working on a Splinter Cell remake, assembling a team with passion, drive and respect for the trifocal goggles. This is an opportunity to be part of a treasured franchise, rebuilt on Ubisoft’s Snowdrop engine to deliver next-generation visuals and modernized stealth gameplay, while preserving what's at the heart of the Splinter Cell experience.
On Being a Scriptwriter at Ubisoft Toronto
Using the first Splinter Cell game as our foundation we are rewriting and updating the story for a modern-day audience. We want to keep the spirit and themes of the original game while exploring our characters and the world to make them more authentic and believable. As a Scriptwriter at Ubisoft Toronto, you will join the Narrative team and help create a cohesive and compelling narrative experience for a new audience of Splinter Cell fans.
Type of Position: Permanent, full-time; Toronto, Ontario; Hybrid, flexible work environment
The daily life of a Scriptwriter at Ubisoft Toronto
- Writing compelling dialogue for in-game mission VO and Cinematic scenes
- Writing both scripted and systemic dialogue including barks and NPC conversation
- Developing character arcs and story beats through dialogue and other narrative elements
- Revising and editing dialogue based on director/lead feedback to ensure quality and consistency
- Participate in narrative reviews and provide feedback and suggestions
- Collaborating with relevant internal teams, such as narrative design, audio, animation, level design, and AI to maintain and ensure narrative continuity and logic
- Using in-house systems to implement dialogue into the game engine
There is no good arsecreed,they are all satanic anti christian garbage made by athe worshiping libtards and jihadyboyz.best assassin creeds
everything was fine up to this point.There is no good arsecreed
They cancelled 7 games in 6 months. It must be a record even for Ubisoft.
People are up in arms about WotC demanding royalties from creators of roughly 20 - 25% under the new OGL 1.1. Saying that it would bankrupt a lot of the smaller companies/creators.Don't forget they went off steam for 2 years to try to prove something. Walking away from 30 million customers because Valve's cut of the proceeds is less than grocery stores, gets smaller the more you sell, lets you generate and sell your own keys, and provides cloud support/forums/distribution.
Not it absolutely is not. When it came to physical stores the cut was around 50%-65% because you had to feed the entire chain of pressing disc, packaging, delivering and selling the game. Steam is also providing an entire host of additional services that maybe individually are not super expensive but very much add up when done for thousands of games. The workshop and multiplayer hosting alone must cost a ton to maintain. Just because a game does not take advantage of the whole package steam offers does not make it suddenly cheaper for Valve to maintain said package.30% is a HHHHUUUUGGGGEEEE percentage.
They cancelled 7 games in 6 months. It must be a record even for Ubisoft.
Nothing to see here Ubisoft is just reaping what they have been sowing for the past 15 years. Their strategy since 2007 was essentially to focus on short term gains over any long term stability and now that there is an actual crisis on the horizon they can feel the house without foundation moving. This applies to any and all business short term gains always come at the expense of long-term sustainability. You can refuse to renovate your machinery this year and save a buck but then you will lose that buck and two extra on top of it when the market forces you to do in half the time it would normally take(or you go under).
Same goes for videogames you can save a buck by hiring contractors to make your next game in an already established series with an already developed engine but you will lose that buck and then a couple million on top when the time comes to start a new series or renovate the old engine. Let me share a little secret in the 90s and 2000s studio were not making all those "niche" and "weird nerdy" games with mod support and other "unprofitable features" because they hated money and women. They were making them because everyone understood that they will not be able to live on solely one idea or franchise forever so they were actively looking for new markets and customers. And to keep looking they had to make products that sold themselves on their merit on the size of their marketing campaigns.
Its easy to forget that even mega franchises as madden or sims started off as weird niche experiments nobody took seriously until they made it big. Mainly because both are over 2 decades old and since then big publishers effectively gave up on the idea of doing anything with a bit hindsight because they could always throw more money on the problem to make it go away. Well, now that the money is running out and the old franchises are essentially squeezed dead they are stuck in a ditch of their own making they can never dig themselves out of because that would require admitting they did something wrong and changing.
I dislike the word "risk" in this context. Nobody is expecting Ubisoft to do something crazy and launch 20 new IPs, one more experimental than the other. What most expect and talk about is stuff like making a new Ghost Recon game, a new Rayman game, Beyond Good and Evil II and so on and so on. Its just that the leadership at Ubisoft(and lets be honest all other AAA companies) reclassified moves that have only 90% success chance as guaranteed failures.It's still regarded as one of the most confy and secured place for someone to work as a gaming dev, precisely because they're not willing to take any kind of risk.