Rebecka Coutaz (Ubisoft): “We create persistent worlds, shared by players”

by bold-lichterman

Rebecka Coutaz has been working in the video game industry since 1998. In 2011, she launched a new challenge at Ubisoft, by taking the head of the Annecy studio. She grew the studio, which now welcomes in the city of Haute-Savoie a team of 165 talents who have worked on the development of titles like Tom Clancy’s The Division, Assassin’s Creed, or SplinterCell.

She will speak at the next “Digital Summits” in La Clusaz.

FrenchWeb: What is successful product management for you?

Rebecka Coutaz, Studio Manager at Ubisoft: I manage a video game production and development studio so my vision for product management is design. At Ubisoft we are experts in brand creation, we have extensive experience in this area; Rayman, Just Dance, The Lapin Crétins, Assassin’s Creed, Far Cry and more recently Steep, developed by Ubisoft Annecy. What makes us strong is being able to take risks. You can imagine that we are creating a lot more prototypes of games than what is finally released on the market. We have an entrepreneurial spirit. We are always looking to innovate and create new experiences for our players.

There is real trust between our development teams and management, which ultimately allows us to create and innovate optimally.

What will be the major trends in gaming in the coming months? What uses and leading products?

RC: We create what are called persistent worlds, shared by players, where they can have fun playing alone or with their friends. In Steep we have recreated the Alps with the most famous peaks such as the Aiguilles, the Matterhorn, etc., and we will be releasing in a free update coming Alaska. The player can move around the world of Steep by walking, running, skiing, snowboarding, paragliding and wingsuiting. We want the player to have the feeling of really being in the edit.

We also want to give our players great freedom, so that they can create their own adventure, their own history, and that they can express themselves freely. In Steep we give players the tools to create their ride and share it with their friends and the community.

The new communication tools also allow us to be closer to our players to better understand what they want, their dreams. We relate to them very early in development and that helps us improve the games, adapt them and refine them. Today when a game comes out it’s just the start of a new adventure between us, the developers, and our players, who give us constant feedback so that we can adapt the game experience.

What are your medium and long term goals?

RC: Our ambition is to continue to innovate and surprise by using new technologies. And of course, with Steep, we would really like to create a new benchmark of action sports in the video game industry, and we will continue to build and develop this brand so that our community has a very rich and very FUN experience.

Benefit from the reduced rate using the code FRENCHWEB-SOMDIG:


Rebecka Coutaz will speak at the Digital Summits

On January 23, 24 and 25, 2017, in the resort of La Clusaz, an event will take place which rightly wants to be different, with one ambition: “to imagine tomorrow in order to succeed today”

Organized by Les Editions Kawa (, the concept is simple: bring together 300 participants for 3 days, alternating conferences, workshops, masterclasses but also moments of networking and activities such as skiing, sledding or exceptional evenings.

Benefit from the reduced rate using the code FRENCHWEB-SOMDIG: