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Supercell

The tiny Helsinki studio that made some of the highest-grossing mobile games ever by killing far more games than it shipped (2010-present).

About

Supercell was founded in Helsinki in 2010 by Ilkka Paananen and five colleagues, veterans of the Finnish mobile-games scene who had watched an earlier venture get absorbed and wanted to build something different. Paananen's radical idea was to create the smallest possible company where independent cells of developers had total autonomy, the freedom to kill their own projects, and the mandate to celebrate failures because the games that survived that brutal internal gauntlet would be exceptional.

The philosophy worked spectacularly. After pivoting entirely to tablets, Supercell released Hay Day and then Clash of Clans in 2012, a village-building strategy game whose addictive base-raiding loops turned it into one of the most lucrative titles in mobile history, funding those famous Super Bowl commercials. Boom Beach followed, then Clash Royale in 2016, a genre-blending card-and-tower duel that became another blockbuster, and Brawl Stars in 2018, a top-down team shooter that grew into a global esport, especially huge in Asia.

Despite that output, Supercell has always kept its headcount startlingly low relative to its revenue, and it is notorious for canceling promising games late in development, including several that reached soft-launch, rather than ship something merely good. That discipline made it one of the most profitable game companies per employee on earth.

In 2016 a consortium led by China's Tencent acquired a majority stake in a deal valuing Supercell around ten billion dollars, though the studio retained its independent culture and Finnish leadership. It remains headquartered in Helsinki, still run by its founders, still shipping rarely and cautiously. Supercell's legacy is less a catalog of games than a proof of concept: that in mobile, a handful of trusted, autonomous teams empowered to fail could out-earn armies of developers, reshaping how the entire industry thinks about studio culture.

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