ECHOS

TitleECHOS
BrandUBISOFT
Product/ServiceTE DIVISION 2
Category C01. Editorial
Entrant DDB PARIS, FRANCE
Idea Creation DDB PARIS, FRANCE
Production MAKEMEPULSE Paris, FRANCE
Production 2 PRESS PLAY ON TAPE Paris, FRANCE
Credits
Name Company Position
Alexander Kalchev DDB Paris Executive Creative Director
Jenna Haugmard DDB Paris Art Director
Jean Weessa DDB Paris Art Director
Julien Kosowski DDB Paris Copywriter
Marie-Elise Archambaud DDB Paris Agency Supervisor
Quentin Grimal DDB Paris Agency Supervisor
Carole Gourevitch DDB Paris Agency Supervisor
Alban 404 - - Resident Gamer
Geoffroy Sardin Ubisoft Senior Vice President Sales and Marketing
Guillaume CARMONA Ubisoft Marketing Director
Cedrick Delmas Ubisoft Advertiser Supervisor
Sébastien Ratto Ubisoft Advertiser Supervisor
Alexandre Guenounou Ubisoft Advertiser Supervisor
Nicolas Rajabaly makemepulse Producer
Julien Rault makemepulse Producer
Grégory Bruneau Ubisoft Producer
Loic Bénart Studio Press Play On Tape Sound Producer

Describe the creative idea

In the game The Division 2, the world has collapsed. A smallpox hybrid virus has decimated a great part of mankind. Every source of information is shut down. To immerse players in this post apocalyptic world, we developed a chatbot on messenger, using geo-localization, and native AR Technology. We called it ECHO. 50 A.R Stories linked to site-specific locations such as restaurants, schools or banks. Each story let you be the witness of what could have happened in your neighbourhood if The Division 2 events became true.

Describe the execution

We developed a chatbot on messenger, using geo-localization, and native AR Technology built-in Facebook Camera. We wrote and recorded dialogues with 10 actors and made AR scenes of 50 stories taking place in locations which exist in every city : Banks, schools, pet store, churches, stores, etc. By using a webview that loaded a map, players were able to navigate to the nearest locations, and play AR Stories in their neighboorhood. Discovering Echos unlocked rewards that players were able to use in-game to ensure their survival.