To celebrate our 15th anniversary, we wanted to introduce studio employees in an original way. People that are not usually under the spotlight, but that deserve to be known for their impact on the games we create. From that idea, we created the 12 Devs in 12 Months initiative. Until the end of 2020, you will get to meet 12 talented and friendly developers.

This month, we’re introducing you to Daniela Schulze, Production Manager here at Ubisoft Québec.

Enjoy!

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WHAT’S YOUR GREATEST MEMORY AT UBI?

I’ve certainly got a few that come to mind but I would probably say Gamescom 2018 when we got to present Assassin’s Creed Odyssey to the public and experience the reactions firsthand. It’s very rewarding. I remember one of the reporters in particular that struggled to beat Medusa, he wanted to see the end of the demo and asked me to play it for him. Knowing that it would probably take me much longer to beat her, I suggest we do it as a team and I simply call out to him when to dodge since he was already doing the right things. He beat her in the last few minutes of his time slot and we were high 5ing after. I remember reading his review afterward and he solely enjoyed his experience which made me feel quite proud. :p

WHAT BROUGHT YOU INTO THE VIDEOGAME INDUSTRY?

I kind of stumbled into it by accident. I had moved to England and needed a job. They were looking for German Games Testers. I quite enjoyed playing games and at that time my English wasn’t that great, so being able to work in your mother tongue in a different country was very enticing. I wouldn’t say I was a gamer at that time, but I had played games on the C64 when I was younger and later on the N64 and PC. However, once I started working in games, I REALLY got into it and wanted to know and understand everything. That’s when I started to proceed with a career in video games.

WHAT IS YOUR FAVOURITE PROJECT YOU’VE WORKED ON?

It may sound predictable, but I have to say Assassin’s Creed Odyssey. I have been an Assassin’s Creed fan since the first game, so when I got the opportunity to work on it, I just couldn’t refuse. Getting to work with the Cinematic Designers on top of that, was just the icing on the cake. I felt like someone had just handed me my dream job.

15 YEARS, IT FLIES BY! WHAT WERE YOU DOING IN 2005?

2005 was the first year I got to know Canada and the Quebec region. My employer at that time opened a new studio in Montreal and sent a small team to help to establish the office and train new staff. I got to be part of the team and got to spend 3 months in Montreal during the summer. I thoroughly enjoyed my time in Montreal but it never dawned on me that 15 years later I would be living in Québec.

WHAT GETS YOU OUT OF BED IN THE MORNING?

Discipline.:p I’m not much of a morning person and in fact, love sleeping. I would probably have my alarm clock snooze a minimum of 4 times before I get up, certainly in Winter. However, good weather and hot coffee always help to get me out of bed. If you make me pancakes, that’s probably the fastest you can get me out of bed. 😛

UBISOFT QUÉBEC WOULDN’T BE UBISOFT QUÉBEC WITHOUT…

its sense of humour. Although I’ve only worked on one game with Ubisoft Québec so far (I hope there is lots more to come), for me, the humour in our game(s) is what sets us apart.

NAME A COLLEAGUE THAT INSPIRES YOU. WHY?

I find it difficult to pinpoint one person. There are many interesting characters within the office and so many from which I feel like I can learn something.

WHAT IS THE MOST REWARDING THING ABOUT YOUR JOB?

I would say seeing the reaction of the fans. It gives you a whole other perspective on your job and appreciation, and in a way a certain responsibility.

WE OFTEN TALK ABOUT THE VIBE AT UBISOFT QUÉBEC. DESCRIBE THIS VIBE IN 3 WORDS.

Family, humorousness and ambitious.

Daniela_Schulze

WHAT WAS YOUR SONG IN 2005?

I Stand Alone from Godsmack. I remember discovering the album in a record shop in Montreal that year.

WHAT WAS YOUR GAME 2005?

Fahrenheit. I believe the US title was Indigo Prophecy.

UBISOFT QUÉBEC IN 15 YEARS, WHAT WILL IT LOOK LIKE?

I would assume we will have grown double the size at least by then (and maybe built a footbridge to the other building :p) However, I would hope that we would maintain the family feel. I am also hoping to still see a lot of the faces that work here now. I would think the trophy shelf has been extended on to another floor and the number of banners in the atrium has increased…and I hope the post-it gets a re-paint, lol.