Inhabited by a variety of artisans, governed by its rules, defending its ideas and establishing its own system, Ubisoft is a fortress of unique knowledge in the heart of the city. Within its walls is an autonomous and complex society, built around places of activity, meetings and sharing of wealth. We want to embody this character by making it a reality in a place that is both connected to the reality of the Mile End neighborhood and anchored in Ubisoft's values. Our vision is embodied in the creation of a "symbolic tower", the center of common activity and a participatory witness of omniscience conducive to the creation of an imaginary and virtual world. This culminating point will be the landmark of shared intelligence: it will be the enclosure for informal exchanges, a place where collegiality favors creativity. The tower and its buttresses will link all the floors and their occupants around common functions.
The L-shaped layout of the building is the basis of the project's design. The common spaces will be strategically positioned at the intersection of the north-south and east-west axes, and united by the addition of a main staircase running through all levels. On either side of this central axis, the wings of the different floors of the building will be grafted on, which will accommodate open work areas. To facilitate the movement of teams and their location, the workplaces will be organized in the image of an urban grid with its geographical coordinates, its private spaces and its public spaces. Workstations will follow the communal table principle, offering the possibility of fostering team development while providing a variation of uses when teams densify or decrease. The basic grid and alignment of table sections will be broken by the insertion of gathering places (parks) within which "bay-window" structures will be inserted to accommodate informal meetings when teams are less dense, or work surfaces at maximum capacity.
The pooling of knowledge as well as the stimulation of creativity is achieved through the affirmation of a system of exchange and sharing, without limits or spatial constraints. The grouping of public spaces on a single vertical axis will connect all levels and thus promote proximity and communion. In this sense, this "symbolic tower" must be resolutely alive and functional. It will also be the source of reflection, research and resourcing with functions such as the library, research areas or the cafeteria. These functions will be visible through different openings, which will sculpt thick felt walls. By inhabiting the industrial architecture of the Peck and shaping the space into various meeting places, we will offer a diversity of living spaces that are at once intimate, visible, comfortable and versatile.
Ultimately, our vision for the redevelopment of the complex seeks to orient the user physically and intellectually. On the one hand, the addition of landmarks on all floors will leave an imprint in the user's spatial memory by forming a new reference image. On the other hand, the creation of an active architecture concentrated around a single communicating axis will encourage exchanges and encounters in addition to reinforcing the feeling of belonging. All of these different opportunities will punctuate the project by supporting a vision where the building is no longer just a receptacle, but rather becomes a place where work is organized according to the cultural and plural assets of the company. This place will be an active, inspired and inspiring place, a haven of peace and relaxation, but also a place of diffusion and animation that expresses all the vitality of Ubisoft.
(From competitor's text)
(Unofficial automated translation)
Several qualities of this design were recognized by the jury, including: the natural green elements on the south façade; the grouping of the main public spaces on a single vertical axis, thus orienting the user spatially; the bay-window structures for informal gatherings; and the possibility of personification and interactivity with the signage screens.
The main staircase, which extends across all levels, at the meeting of the north-south and east-west axes, is undoubtedly the strongest element of the service. This interconnectivity between the floors breaks up the dynamics of employee movement and encourages meetings and exchanges. The multiple screens allow for many possibilities in terms of signage and communication.
The idea of "bay-windows", inserted between the work spaces, is interesting and brings another perception of the space for the user, thus encouraging creativity. Although the idea of inserting gathering places (parks), which can be modulated according to the density of employees, may be attractive on a theoretical level, the jury questioned the real functionality of such spaces given the frequent reorganizations.
The jury members also expressed reservations about the treatment of the lobby. Like a hotel lobby, the reception area fails to convey the company's culture and know-how. The spatial organization of the work spaces did not convince the jury either. While these spaces are at the heart of the competition, there is no reflection on how to work and live in the space. At this level, the performance appeared weak and underdeveloped.
In the end, although this project has undeniable qualities, it does not respond as well to the issues of the program as the winning entry, particularly in terms of the functionality of the work spaces.
(From jury report)
(Unofficial automated translation)
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