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supercell.net is a domain that was created on 2002-05-28,making it 22 years ago. It has several subdomains, such as forum.supercell.net , among others.

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Games Squad Busters Hay Day Clash of Clans Boom Beach Clash Royale Brawl Stars Careers Why You Might Love It Here Our Offices Joining Living in Helsinki Living in Shanghai Open Positions Career Stories Support Be Safe & Play FairNews Investments Level Up Ilkka’s Long Texts Games First Games Games Squad Busters Hay Day Clash of Clans Boom Beach Clash Royale Brawl Stars Careers Careers Why You Might Love It Here Our Offices Joining Living in Helsinki Living in Shanghai Open Positions Career Stories Support Support Be Safe & Play Fair News Investments Level Up Ilkka’s Long Texts Games First Search Makers of Hay Day, Clash of Clans, Boom Beach, Clash Royale, Brawl Stars and Squad Busters. Lets Gooo! news Football Superstar Erling Haaland Becomes Playable Character in Clash of Clans news Greetings from the Makers of Squad Busters news Rolling out New Store Features news Squad Busters is Soft-Launching on April 23rd news Clash Mini Ending Development news See You at GDC 2024? Ilkka’s Comfortable Feeling Uncomfortable News Archive Games Our dream is to create games that as many people as possible play for years and that are remembered forever. See games Careers Join us to create games that excite and help our players around the world make memories. See Careers Head of Live Games Sara Bach talks company changes, world-beating live ops, and how to get back on top stands out in the gaming industry not just for the genre-defining, high-quality games and repeated success but also for the unique cell structure and culture of empowerment and autonomy. From my experience, both outside and now inside the company, this environment is clearly different from other companies I’ve been part of. read article Why greenlights teams, not games – and is now open to external pitches I have personal failures on that front, when my past new game teams fell apart. Sometimes it’s really those small interpersonal connections that create the biggest problems. My hope is that we frontload all those learnings from the past on why teams failed. Hopefully this way we can strengthen the creative core of a team and say: this team is really strong enough because they’ve gone through shit together. read article 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. read article 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.” read article 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. read article Less management, more success - Inside ’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. read article 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.’" read article 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. read article Success and sustainability at "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.” read article 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.” read article Head of Live Games Sara Bach talks company changes, world-beating live ops, and how to get back on top stands out in the gaming industry not just for the genre-defining, high-quality games and repeated success but also for the unique cell structure and culture of empowerment and autonomy. From my experience, both outside and now inside the company, this environment is clearly different from other companies I’ve been part of. read article Why greenlights teams, not games – and is now open to external pitches I have personal failures on that front, when my past new game teams fell apart. Sometimes it’s really those small interpersonal connections that create the biggest problems. My hope is that we frontload all those learnings from the past on why teams failed. Hopefully this way we can strengthen the creative core of a team and say: this team is really strong enough because they’ve gone through shit together. read article 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. read article 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.” read article 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...

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