![]() ![]() We also have a buddy system, so every newcomer is partnered with a go-to person on their team to help guide them, answer questions, and help them get settled in. Following that, they’ll be onboarded with their direct team and start to ramp-up on their projects. First off, all newcomers take part in what we call “Basecamp” in their first week, where they’ll be introduced to peers joining the studio at the same time, get brought up to speed on any trainings and learn the day-to-day ropes of working at Ubisoft. With team members being hybrid or working fully remote how do you make sure that newcomers feel welcome and supported? How do they integrate with their team? We also hold fun events every month, and encourage our team members to be in the studio for moments that matter (like studio celebrations, project kickoffs, annual celebrations and so on…) so being within a reasonable distance of it doesn’t hurtĬreating a Welcoming Atmosphere for Newcomers You can read more about our approach and hybrid work culture here. We’ve embraced flexibility when it comes to where you work, meaning you have the option to work in studio, hybrid, or at home. We have a city bike rack right by our front door (to which we subsidize subscriptions) if you’re up for a bike ride in the summer. Our studio is in the Junction Triangle at 244 Wallace Avenue, surrounded by great restaurants, parks and cafes – including one in our studio! It’s easily accessible by transit with both the Lansdowne subway station and the Bloor Go Train station nearby. The studio is in Toronto, but where exactly is it located? Is it easy to get to and would I need to work from the studio every day? But there are also many other roles in our studio, including IT, operations, R&D, communications, marketing, and of course us, HR! We do, of course, have game development teams that comprise production, art, programming, design, and testing teams. Not at all – our studio has all sorts of teams in all kinds of disciplines. Talks, readings, presentations, performances, screenings: Karen Archey, Army of Love, boychild, Rizvana Bradley, Sarah Browne, Staci Bu Shea, Fiona Candlin, Holly Childs, Yvonne Dröge Wendel, João Florêncio, Ioanna Gerakidi, Ine Gevers, Amelia Groom, Jack Halberstam, Jort van der Laan, Erin Manning, Laura U.What kind of job functions exist at Ubisoft Toronto? Is it only programmers and artists? So how do we feel and more specifically touch in our technologically mediated dematerialized digital cultures? Do we solely stroke and swipe our screens? How are the body and its feel involved? Are we in fact cultivating different tactilities in relation to the world and others? Further, how can we trace the ways in which touch informs and reforms the body with respect to violence, gender, sexuality, democracy, and identity? If art and design have privileged sight and sound, should touch – and all the senses – be addressed and activated in order to help us stay ‘in touch’ with our bodies and the material world? Touch is of vital importance to our emotional and neurobiological development. Studium Generale and Rietveld Uncut 2018 focus on touch in artistic, philosophical, and political terms to conceive how the haptic – relating to or based on touch – is thought and experienced in life, art and design, and theory.ġ3:30-15:30 Wednesday afternoon programme with talks, presentations and performances at the Rietveld Gymġ6:00 Feeling the Feeling - Beamclub screenings at the Rietveld Gymġ7:00 Reading Groups (library and room 116) and Chatroom (Rietveld Gym)Ĭonference-festival and Rietveld Uncut at Stedelijk Museum Amsterdam: In January, February, and March 2018, through talks, performances, film screenings, reading groups, discussions, an exhibition of student works, and a conference-festival at the Stedelijk Museum Amsterdam, Studium Generale Rietveld Academie & Rietveld Uncut collaborate on an extensive, artistic research trajectory.
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