All workCase study · Fan-led growth
Ubisoft · Global · 2019–2020
Case study · Fan-led growth

Creating Delta Company.

A first-of-its-kind community advocacy program at Ubisoft, unveiled live on the E3 stage to millions. I’d already kept sentiment high on the live game, Ghost Recon Wildlands, and was prepping the next, Breakpoint.

Paid media buys reach. Delta earned it, and Ubisoft ran the same blueprint for years.

5Community clusters
14Languages
10M+UGC views from members
$100K+Est. earned media value
[01] · The program

Delta Company.

A first-of-its-kind community advocacy program at Ubisoft. The first offered in 14 languages, open worldwide to 130 invited members across five distinct clusters.

The gaming community isn’t one audience: creators, artists, cosplayers, feedback specialists, tournament players, each with a clear role, in line with the military branding of the game.

Tom Clancy’s Ghost Recon Breakpoint. The AAA title Delta Company was built around.
[02] · The brand

The Delta brand.

It had to complement Ghost Recon Breakpoint and stand on its own. I led the brief with Ubisoft’s internal team: key art and multiple lockups, with Diana Da Costa. The brand animations were made by Takeoff agency in Paris for the E3 stage assets.

The Delta logo animation.
The five-cluster reveal.
“Worldwide.” A globe sweep across every country Delta Company was open in.
[03] · Going live

UbiE3, on the biggest stage.

Delta was revealed live at UbiE3 2019 to millions of viewers. I worked with agency Takeoff on the stage assets and the community segment of the Ghost Recon presentation.

Watch the full video here
Demand signal

10K

applications from the USA alone. For 130 invite-only spots.

A welcome pack fans showed off. Physical merch, in-game gear, the same Delta tee on their body and their character, developed with internal merch and studio teams. True metaverse.

The physical welcome box: flask, badges, key tag.
Branded Delta merch: the members’ beanie.
Members in their Delta tees, out in the community.
The same tee, worn in-game.
A members-only in-game vehicle.
In-game cap and weapon charm, made for members.
130Program members
15,000,000Ghost Recon players

Exclusivity that drives FOMO and major show-off status.

[04] · The loop, in action

How Delta saved the game.

At launch, sentiment across the 15M-strong community sank to 50% negative. Delta was the answer Ubisoft already had in the room: the deepest, most-trusted players.

The program pivoted into a feedback engine feeding the Ghost Experience update, a top-to-bottom re-tuning shaped by members. Sentiment climbed back to over 80% positive.

Watch a behind-the-scenes video I produced on the Ghost Experience update
[05] · Made by members

A whole universe of fan-made work.

Delta members in the wild. The program in person, at the booth.
Cosplay as photography. Shot by member Mademoiselle Bellec.
Fan art. “Brother vs Brother”, made by a member.
Fan video, by member channel NGN.
A cosplay action shot, staged by members.
The proof

10M+

UGC views, generated by program members

From just 130 invited members. Earned, not bought.

[06] · The takeaway

This became the blueprint.

I build systems that scale: the same model powered Ubisoft’s biggest community programs, and became the Fan Engine I run today.

Three repeatable principles
01

Design it as a sub-brand.

Logo, identity, language, ritual, built inside the game’s universe so it pulled members deeper in.

02

Structure and motivations.

Split your audience by user type, then give each both cross-cutting and unique motivations to pull the most out of every one.

03

Build the legal layer in.

NDAs, data protection, EU/NA process. Compliance is what lets the model scale safely.

Want this for your brand?

Let’s build one just like it.

Let’s talk