Working At Massive
Ubisoft Massive employs people from all over the world with a wide diversity of backgrounds and past experiences. Our teams consist of people that previously worked at other world-renowned studios, newcomers to the industry who have joined us from other walks of life and fresh recruits just out of school. The thing we all have in common is a deep passion for games, a desire to excel and the determination to give all we can in everything we do! Together we have created one of the best work places in Sweden, ranked as number 8 of 300 surveyed companies and awarded for "Best Integration and Multicultural Work" by the Great Place to Work Institute.
Testimonials
MARTIN HULTBERG
PR & User Research Manager
I joined Massive in 2005, when it was still a fairly small studio with about 40 employees. We have grown a lot since then and it has been a great privilege to be a part of that process! This is not my first employment in the gaming industry, but it's by far the most rewarding and challenging one. In an environment where everyone can share their opinions, even with the CEO, and everything is a joint effort, the sky is the limit!
At Massive one of my responsibilities is working closely with all the different teams to make sure we have the data we need to make the best games possible for our customers. It is very interesting to get to interact with basically all departments and all employees at the company, not to mention the people who in the end will be playing our games! The thing that never seizes to amaze me however is the attention to detail and devotion to the job expressed by my colleagues. I have yet to find such a group of talented and dedicated people to work with and that makes going to the office in the morning all that much easier!
MARTINA JOHANSSON
3D Artist
I joined Massive about two years ago and I now work as a character artist in the cinematics team. My tasks here include modelling and texturing characters for our high-res trailers and in-game cinematics.
Before I came to Malmö, I studied 3D animation, art and film at university level for three years. After my studies I went on to freelance for different companies of varied sizes. I’ve always loved drawing and sculpting, and I think creating 3D graphics is a nice combination of both those art forms. Since creating 3D graphics is one of my greatest interests, I am very grateful to be able to practice on these skills everyday.
It’s very rewarding to be a part of a film production team. In my work, I get to see and follow the process of creating storyboards, 3D models and animations all the way up to the last finishing effects. It’s exciting to see how everyone in the team contributes with their own specific parts and how it’s all put together to form a complete film. I’m surrounded by very talented and creative people here at Massive – it’s a very inspiring environment to work in.
RODRIGO CORTES
Lead Artist
I started working at Massive in 2003 as a concept artist with my main focus being on new game concepts and prototypes. Since then, I’ve worked on Ground Control II as a 3D Artist and World in Conflict as a Lead Artist. Between those projects, I’ve also been part of a smaller concept team and head of the art team. I have 9 years of experience in the games industry and I’ve worked at three other game companies in Sweden. Throughout the years, I’ve tried most art-related positions – Level Designer, Animator, Concept Artist and 3D Artist – on both PC and consoles.
My work as a Lead Artist is challenging and fun. Most of my time is spent planning, or leading and directing other artists. I don’t have much time to sit hands-on with art anymore, but I always try out new software to keep my skills fresh. It’s great to see new talents grow and mature and to see our efforts transfer to critical acclaim. I’m proud to say that I’ve worked with World in Conflict, since it’s widely considered one of the most visually stunning games of any category, not to mention it’s the best looking RTS ever.