Since our launch in 2010, we’ve brought five games to the global market – Hay Day, Clash of Clans, Boom Beach, Clash Royale and Brawl Stars. Our dream is to create great games that as many people as possible play for years and that are remembered forever.
WHY WE ARE HERE
Supercell was founded on the idea of giving game developers and teams the independence to decide what kinds of games they make and how they choose to make them. Over a decade and five global games later, our dream still stands: to create great games that as many people as possible play for years and that are remembered forever.
We believe games have the power to bring people around the world together and closer to each other. We work to create new, innovative, memorable experiences no one has played before. This is why we try to design games that excite wide and diverse player communities as well as to expand the audience for otherwise smaller “niche” game concepts.
There’s no simple recipe or magic formula to achieve our dream. What we do know, however, is that without players Supercell doesn’t exist. Creating lovable worlds and characters that players want to come back to over and over again is at the heart of how we design and operate our games.
In the end, the question we ask ourselves is: “Are we building something that could be important?”
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.