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Case Study

Ubisoft brings press demos forward

“The Parsec solution might very well be part of the future of major video game events.”

-Pascal Nguyen, Associate Director, International Events

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Introduction

The Challenge

Evaluating Criteria

  • Latency: These technical behemoths needed to come off as good as possible. Even though journalists would know the game was streaming, their opinion could be skewed if the image quality wasn’t high enough.
  • Input Latency: If a button press didn’t work, a player would have no way of knowing whether it was the game or the technology being unresponsive.
  • Flexibility: Parsec’s SDK allowed Ubisoft to brand their own application, letting them control the experience VIPs had.
  • Security: Demos in person aren’t risky because studio staff is in the same physical room, ensuring no one peeks at code or records IP. Parsec’s SDK allowed Ubisoft to create an application that limited access to only the game.
  • Ease of Use: VIPs and media partners needed to be able to focus on the game they were playing, not the technology powering it. The application needed to get out of the way so that the incredible game play could speak for itself.

The Solution

The Result

  • 1,500+
    demos given over three weeks
  • 2x+ increase
    in demos given (vs. a major in-person conference)
  • 30 countries
    represented amongst VIPs and media professionals
  • 1,200 miles
    the maximum distance between a player and a Hosting Zone
  • 15,000,000 impressions
    from Ubisoft Forward coverage

A Way Forward

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