Management
Paid to play
In a huge loft on Saint Lawrence Boulevard, a group
of youngsters is gathered around a PlayStation console. Controls
in hand, they are completely absorbed in the Prince of Persia
video game. Comments and praise come in from all sides. Yet
this is not a break; they’re all working. At UbiSoft,
the employees are paid to play! “The atmosphere is very
relaxed,” confirms Laurent Simon, “a professor
at HEC Montréal. “You could say that every employee
has recreated part of the room he had as a teenager in his
office. There are plastic figurines, posters inspired by cartoons,
all sorts of cars, etc.”
From 1998 to 2000, Laurent Simon observed the habits of
employees at UbiSoft, a French multimedia creation company
that employs 700 worldwide. He wrote a doctoral thesis that
he defended in September 2003. “When I began my doctorate,
the 300 Ubisoft employees in Montréal had an average
of age of 25 years! I wondered how these young generation
Net artists could work together. I decided to go and see
first hand.”
Laurent Simon discovered that most of the employees were
self-taught in the new technologies. These hip youngsters
moved around freely, shouted to one another, talked on the
phone or pecked away at their keyboards. In spite of the
noise, work goes on. Multimedia executives simply can’t
adopt traditional management approaches if they want to succeed. “You
can’t impose a classic hierarchical structure in this
type of company,” he explains. “The young artists
are not really motivated by promotions, power and money.
They are more attracted by the job itself and the possibilities
for expression through their work. Above all they want to
enjoy their work. Like the characters in their video games,
these young creators want to live in a play world.”
During his two years of observation, Mr. Simon learned
all the steps in creating a video game. “It is a job
that involves many skills. A single game can monopolize 80
people for two years. At the head of this team are one or
more coordinators called game-designers.” Once the
script of the game is thought out and developed, the graphic
designers draw some characters in 2D, and then in 3D. From
the 3D model, an animator then defines a set of movements
for each character. The programmers, who often work in the
dark, focus on making the movements realistic and fluid.
Lastly, the coordinator assembles the parts to create action
or an ambiance in the spirit of the game script. He also
makes sure the project is on time and on budget.
Hired as a professor in the HEC before he even defended
his thesis, Mr. Simon is preparing to launch new research
projects relating to management of creators and innovators. “I
try to better understand the organizations that hire creators
and help them create stimulating environments for their employees.”
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