By Marvin Analysts

Ubisoft Closes Winnipeg and Belgrade: The Cost Programme's Mechanism Question

By Lewis Sterriker, Equity Research Analyst
as of:

On 10 June, Ubisoft announced its sixth restructuring round of 2026. Two studios closing, up to 380 roles at risk, cuts spanning five locations. The cost programme that underpins the FY28/FY29 recovery bridge is tracking toward its targets. Costs are coming down. What gets removed to bring them down is the harder question.


The Sixth Round

The two closures are Ubisoft Winnipeg and Ubisoft Belgrade. Winnipeg, founded in 2018 with approximately 100 staff, was an engine technology studio working on Anvil and Snowdrop, the two proprietary engines that power the Vantage flagship franchises and the broader Creative House portfolio. Belgrade, founded in 2016 with approximately 100 staff, was a support studio contributing to Ghost Recon Wildlands, Steep, The Crew 2, Riders Republic, and Skull & Bones.

Three other cuts in the round matter as much as the closures. The Rainbow Six team in Montreal took 120 cuts, a 12% reduction and the single largest hit in the round. Ubisoft Barcelona is being restructured to focus exclusively on Rainbow Six projects, with 51 layoffs. Paris headquarters faces a proposed elimination of up to 200 positions, approximately 18% of HQ staff. Toronto also confirmed layoffs.

The total headcount impact of up to 380 represents roughly 2.3% of Ubisoft's 15,000-plus workforce. The round sits inside a broader €200m fixed-cost reduction target over two years, tracking toward a March 2028 run-rate exit at approximately €1.25bn.

Ubisoft communicated the changes through internal channels on 10 June and attempted to embargo press coverage of the restructuring. The embargo did not hold.

What Got Removed

What the closed studios carried matters more than the headcount number.

Winnipeg was an engine technology team. Anvil powers Assassin's Creed, Far Cry, and Rainbow Six Siege. Snowdrop powers The Division franchise and Avatar: Frontiers of Pandora. The closure removes engine technology work that served across Creative Houses, not a single franchise. Winnipeg also shipped Rainbow Six Mobile, which launched in Q4 FY26 to a slow audience start. With the origin studio closed, support for that title narrows further at a point where mobile has already compressed to 7% of FY26 net bookings from 16%.

Belgrade was a multi-franchise support studio. Its credits span CH2 titles (Ghost Recon) and CH3 titles (The Crew 2, Riders Republic, Skull & Bones). The closure removes co-development capacity from the two Creative Houses with the thinnest margin for error in the recovery framework. CH2 is still finalising its General Manager appointment. CH3's live-service portfolio, Skull & Bones Year 3, Riders Republic Season 19, For Honor Year 10, depends on sustained content cadence to carry the Leg 2 burden through FY27 into FY28.

The Montreal cut is the sharpest single line item. One hundred and twenty roles from the Rainbow Six team. Siege is the clearest proof point of the live-service recovery engine, with March peak DAUs at approximately three times the early November level and MAUs above 10m. The question the next quarterly disclosure must answer is whether Siege operational capacity, the anti-cheat work, the balance discipline, the content cadence, holds with 12% fewer people on the franchise.

Barcelona's restructuring narrows it from a multi-franchise contributor to a single-franchise unit focused on Rainbow Six. This could be consolidation of Siege support or scope reduction under cost pressure. Either reading implies the same thing: fewer studios carrying more of the franchise weight.

The Mechanism Problem

The Ubisoft primer tracks seven conditions across a 48-month window. Two have specific language about how the cost programme is delivered, not just whether it hits the number.

Condition 4 (fixed-cost run-rate delivery) defines a strengthening signal as cost reduction achieved without announced studio closures beyond those already disclosed at FY26 reporting. The weakening signal is explicit: further studio closures or large-scale layoffs announced during the cost reduction window, suggesting the remaining reduction cannot be achieved through attrition and selective restructuring alone.

Winnipeg and Belgrade are the weakening signal Condition 4 described. The cost programme may hit its numerical target. But the mechanism being used, studio closures rather than the voluntary attrition the primer benchmarked as the healthy pathway, indicates the remaining €200m reduction is harder than the achieved portion.

The primer noted that voluntary attrition at Ubisoft remains close to record lows, especially among senior profiles, with 155 former senior staff having returned. That detail now cuts both ways. Low attrition means the workforce is stable, which supports delivery capacity. It also means the cost programme cannot rely on natural departures to deliver the remaining reduction. When attrition will not do the work, closures become the mechanism.

Condition 7 (CH2 through CH5 operating viability) takes a softer hit. No Creative House has been formally dissolved. But Belgrade fed CH2 and CH3 titles directly, and its closure reduces the support capacity those houses draw on. The CH2 General Manager recruitment, already flagged in the primer as a critical watch item, now runs against a smaller studio footprint for the Tom Clancy portfolio. The distance between restructuring within the houses and reducing the houses' capacity to operate is narrowing.

What to Watch at the Next Filing

The ambiguity resolves across three disclosures at the next reporting point.

FY27 interim fixed-cost base. If the trajectory now sits at or below the ~€1,350m interim target, the closures may have been the action that closed a gap. If it merely prevented a shortfall, the remaining reduction still requires further action of the same kind.

CH3 live-service contribution rates. Skull & Bones Year 3, Riders Republic, and The Crew content cadence either hold at FY26 exit levels without Belgrade's support capacity, or they do not. Compression here would surface in Leg 2 of the recovery mechanism.

Rainbow Six operational metrics. Siege MAUs above 10m, Year 11 monetisation sustaining the engagement recovery. The Montreal cut plus Winnipeg closure plus Barcelona narrowing is a material change to the total franchise support footprint. If Siege engagement holds through the next quarterly read, the cuts were well-targeted. If it softens, the cost programme has taken from the recovery's strongest evidence.

The attempted embargo is worth a separate note. The primer tracks disclosure quality as an indicator of management credibility through the recovery window. Attempting to control the timing of layoff news is not the same as reducing the quality of financial disclosure. But for a company building a 48-month recovery bridge where market credibility is a load-bearing asset, the instinct to manage information flow rather than lead with it is not a strengthening signal.


The cost programme is on track. What it costs to keep it on track is the question the next filing answers.

Lewis Sterriker
by Lewis Sterriker

Lewis is an Equity Research Analyst at Marvin Labs with a focus on the gaming, semiconductor, technology, and consumer discretionary sectors. He has previously worked in investment banking and sustainable finance, and holds Master's degrees in Finance and Business Administration.

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Marvin Labs | Ubisoft Closes Winnipeg and Belgrade: The Cost Programme's Mechanism Question