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Supercell dodged ‘the great resignation’, but it’s doubling down on staff wellbeing anyway
“We work with a company who did a whole bunch of training to increase awareness of mental health and also reduce the stigma,” says Mansford. “If people aren’t talking about it, then that’s a problem in itself.” Staff can ask to be trained like mental health first aiders under a program called ‘Jedis of the mind’, and in Helsinki there’s a psychologist on-site twice a week. There are a raft of other training and online resources for staff who want to learn more in a less public way as well.
Supercell talks breaking the mould of puzzle games with Clash Quest
"In my experience, whenever you change some design fundamentals, the whole game needs to be built in a different way. I don’t think many players will notice these differences, but they can have a big impact on how the game needs to be built.”
Supercell CEO thrives on trusting the instincts of game developers
Our threshold for releasing anything to beta should be low, but our bar for releasing anything globally should be high. But one way to fail as a company would be you paralyze yourself. Nothing is ever good enough and you don’t put anything out. One thing we fundamentally believe in is that how we ultimately achieve the best quality is we learn as quickly as possible. If you never ship anything to real players, you never learn, and you never achieve ultimate quality.
Less management, more success - Inside Supercell's upside-down organization
There is no greenlight process from management, no milestone meetings where teams need to justify their project’s existence to finance. Teams can kill their games and move on if deemed necessary. All creative decisions are up to the teams. So the role of management in an upside structure? Build great teams, and support them in their efforts in order to facilitate their success.
What happens when you turn a studio upside down?
"I kept looking for approval. I kept going, 'Well, if I tell the game lead and he says it's okay then maybe it's okay,' and he was just like, 'Ah, do whatever, it's fine.' So I said, 'Well if I talk to 50% of the people on the team and they all say it's fine,' and I kept looking. 'What is the threshold for this is okay to do?' And the answer was, 'If you think it's the right thing to do, then do it, but also own it if it ends up being wrong.'"
Trust Games
It all starts from trust. If the team's working independently, it can't work without trust. That trust needs to be mutual. The management needs to trust their developers to make great games, but the developers also need to trust the management to have their backs. If developers are afraid of failing because there will be consequences, then they won't take risks.
Success and sustainability at Supercell
"Gaming is a creative business, and it's not about the hours you put in. Of course, sometimes you need to put in long hours, and the Brawl Stars team has been working super hard over the last two months. But that can't be the de facto way of working. Sometimes it can happen, but it can't be a rule. We're in a creative business and I just can't believe that people would come up with creative ideas if they're really, really tired or at risk of being burned out.”
Brawl Stars is nearing its global launch
Development on Brawl Stars began around four years ago, and according to Jon Franzas, a designer and programmer who initially served as the project lead, it changed a lot over that time. “As a company we don’t have so much experience with this type of game,” Franzas explains. “So we wanted to launch it very early, in a very raw and unfinished state.”
News Archive
Level Up
Level One – Greetings from the Team!
The Level Up team is off to the races on their six-month game development journey. Welcome aboard!
News
Are Our Best Days Behind Us or Ahead of Us?
“Are Supercell’s best days behind us or ahead of us?” We asked ourselves this simple question at the beginning of last year which led to a very deep discussion where we realized that we had not evolved quickly enough to keep up with the demands of players around the world. In this post, I’ll explain what we’re doing about it and tell you about the big mistake I made.
Careers
On the Job: A Graphics Engineer’s Story
What does the average day-to-day actually look like for an engineer, or for any other position, at Supercell? If you’ve ever given a career with us some thought, you’ve probably wondered about that. And for good reason, because there’s only so much you can fit into an ‘open positions’ notice of bearable length.
Careers
On The Job: An Artist’s Story
Visitors on our careers page may have noticed that whenever we have an opening for an artist, we’ve hardly ever had one for an Art Director. Well, sometimes we have, but we’ve used quotation marks around the title: “Art Director”. Because that is, and at the same time is not, what we are looking for.
Confused? Read on.
Careers
Supercell's Most Wanted
Our game teams across the board are looking for new inspired talent. Join us on our journey to create great games that are remembered forever!
News
We Are Opening a Game Studio in North America to Make Games You Might Not Expect From Us
We are looking for a core team of "founders" to get started