References / Cases 03-04 / Entertainment

Ubisoft: decoding the brand's recipe, then teaching teams to use it

Two connected engagements: identifying the cultural and brand pillars recognised by players, then transferring a practical method for teams to use those insights in their work.

Client
Ubisoft
Industry group
Consumer, Technology & Services
Specific industry
Entertainment and video games
Expertise
Cultural analysis, social listening and training
Markets
Europe and Americas
Engagement
Brand pillars and capability building
Cases
03-04
LED AT
Brainvalue

Context

Ubisoft: decoding the brand's recipe, then teaching teams to use it

Ubisoft's portfolio contains franchises that are often stronger in public consciousness than the publisher itself. The first engagement asked what remains attached to Ubisoft once franchise-specific assets have been separated out.

The second engagement turned the diagnosis into capability: a strategic training programme on consumer centricity and actionable brand platforms, built around the teams' real projects.

A diagnosis without capability transfer remains a document. Capability transfer without a diagnosis remains a method with no material.
Illustration of cultural analysis and player listening for Ubisoft
The work starts with what players attribute to the brand, not with the company's own claims.

Strategic challenge

The questions that structured the work

What do players say spontaneously, without being prompted?
What is attributed to the publisher rather than to a specific franchise?
Which elements are genuinely distinctive, and which are only genre standards?
Which signals are valued, tolerated or have become criticism?
How can consumer centricity become a tool for creative boldness rather than a constraint on it?

Our approach

From analysis to usable decisions

01

Build a corpus, not a feed

Select the right conversation spaces and bound the period so that discourse can be interpreted rather than merely counted.

02

Read before coding

Start with qualitative reading to find repeated phrasing, comparisons and reversals of meaning before automating categories.

03

Separate the levels of brand

Distinguish publisher assets from franchise assets, design grammar and cultural anchoring.

04

Formulate verifiable pillars

Reduce the reading to a small number of pillars grounded in repeated evidence and concrete enough to be tested.

05

Transmit rather than deliver

Use participants' live projects to install a vocabulary, platform test grid and decision practice.

Research and work conducted

What the engagement covered

  • A synthesis of spontaneous player discourse across selected conversation spaces.
  • A cultural reading of what players attribute to the publisher and to its franchises.
  • A formulation of evidenced cultural and brand pillars.
  • An analysis of the distance between claimed and received discourse.
  • A strategic training programme on insights, brand platforms, consumer centricity and concrete decision criteria.

Business value

A reading that makes trade-offs easier

Illustration of a strategic training programme for Ubisoft teams
The second engagement turned the diagnosis into a reusable working method.

A criterion for decisions

Clear pillars give creative, partnership and communication choices a shared test of what they reinforce or dilute.

Protection against erosion

Making a recognisable signature explicit protects it from a succession of small, reasonable decisions that erase it.

Capability inside the business

A transmitted method remains usable on work that happens after the engagement.

A better creative starting point

Briefs grounded in players' language give teams more precise material than generic brand attributes.

Deliverables

Objects teams can use beyond the engagement

  • A synthesis of player discourse, distinguishing publisher and franchise levels.
  • A cross-market cultural reading and an evidence-based set of brand pillars.
  • A map of gaps between claimed and perceived discourse.
  • A structured training programme built on real projects.
  • A shared vocabulary, platform test grid and participant outputs usable after the sessions.

Key learnings

What this case makes clear

  • What makes a brand distinctive is rarely what it foregrounds most loudly.
  • A recognisable signature can shift from asset to criticism without the product changing.
  • Social listening gives access to unprompted discourse; it is not a representativeness measure.
  • In a portfolio of strong franchises, publisher and title assets must be kept separate.
  • For creative teams, consumer centricity works when it helps boldness land rather than when it arbitrates creative work.

For comparable organisations

Where this approach is useful

Useful for organisations with a strong portfolio of product brands, highly expressive online communities, distributed brand responsibility or creative teams who need a usable link between audience understanding and decision-making.

FAQ

Frequently asked questions

What is cultural analysis in gaming?

It interprets recurring player discourse, cultural references and patterns of attribution to understand what a publisher or franchise means beyond formal brand claims.

Why separate publisher and franchise brands?

Players may recognise a franchise while attributing little to the publisher. Separating the levels prevents teams from claiming assets the parent brand does not truly own.

What can social listening reveal?

It reveals unsolicited discourse in communities, forums, reviews and video platforms. It is most useful for repeated meanings, not for raw mention counts.

What makes a brand pillar actionable?

It must be grounded in evidence, distinctive enough that a competitor cannot claim it, and concrete enough to guide a decision.

How does training support creative teams?

It installs a shared vocabulary and decision criteria so audience understanding can serve creative ambition rather than constrain it.

Contact

A brand or innovation decision to clarify?

Discuss a similar challenge