Introduction
Ubisoft supports a sprawling ecosystem of internal tools and client-facing web applications used by millions of players and thousands of employees worldwide. As that ecosystem grew, ensuring accessibility across every platform, not just in games, but in the services and tools behind them, became a core part of the company’s commitment to building experiences everyone can enjoy.
Manual processes and an aging internal device lab couldn’t scale with that ambition. By adopting BrowserStack App Automate and Accessibility Testing Suite, powered by the Spectra™ rule engine, Ubisoft automated testing across more than 100 pages, cut accessibility issues to just 5% of previous levels, and saved over 2,000 hours every 3-month cycle, while eliminating device lab maintenance across teams who have adopted BrowserStack.
Manual testing and an aging device lab couldn’t keep pace with scale
Before BrowserStack, Ubisoft’s mobile and accessibility testing relied on a self-maintained hardware lab and entirely manual review processes, an approach that became harder to sustain as both the device landscape and the company’s digital footprint grew.
1. Accessibility testing was desktop-only and entirely manual: Every check, identifying issues, validating fixes, capturing screenshots, documenting findings was done by another tool, with no automated accessibility coverage.
2. Fragmented tooling and no unified view: With over 100 pages to check and multiple disconnected tools in use, consolidating reports took significant extra effort, and the team had no consistent way to track trends or regressions over time.
3. Real risk to release quality: The combination of slow manual cycles and fragmented reporting created a genuine risk of accessibility issues reaching production, slowed release cycles, increased workload, and made it difficult for product teams to understand the true accessibility status of their own projects.
4. An unsustainable device lab: Ubisoft maintained only a few hundred phones and tablets in-house. New devices launched every year, meaning the lab required continuous reinvestment just to stay current, and even then, it barely covered the real-world landscape of resolutions, operating systems, screen sizes, and hardware variations players actually used.