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Supercell characters setting sail into a storm

New Games
at Supercell

Build the next game players remember forever.

New, New Games at Supercell

Supercell New Games is our dedicated organization for new game development. It’s a new way of creating new games, and we want the best people in to chase the best game of their careers.

Call them forever games, generational games, cultural phenomena, or billion-dollar franchises. The words matter less than the bar: we’re here to create games that as many people as possible play for years and that are remembered forever. The bar is high, and most things won’t clear it.

We’ve launched games played by millions. We’ve also killed more games than we can neatly explain on a webpage. This is an approach we’ve thought through, informed by our breadth of experience in failing.

The idea is simple: the best teams make the best games. So we’re providing the conditions for founder-minded teams with resilience, craft and ambition to work with real autonomy and the backing to give the game a shot at reaching the world.

Making games is going to keep on being hard. This is an invitation to people who know that, and still love it as much as we do.

Who Are We Looking For

You are driven by a vision. You aren’t interested in comfort nor are you willing to spend time and frustration over administrative nuisance. You want to make the game, not the startup.

The next global hit game is why you’re here.

Creation is your breakfast. Owning and wearing an exquisite repertoire of hats might very well be a way you strive in ambiguity. (That’s a cute way to say you are a multi-talented proactive doer.) Passion and ambition are no-brainers.

You might have been around for a loooong time. Perhaps you are only taking your first rodeos. You’re looking for a new challenge and the perfect opportunity. The right people and environment.

For you red tape is a red flag.

What We Offer

  • Focus

  • Full autonomy

  • Infrastructure

  • Financial opportunity

Focus

From the moment your team is formed, your only job is making the game.

We handle everything else: recruitment support, operational infrastructure, legal, finance, and the hundred other things that quietly consume founders’ time and energy. No fundraising. No logistics. No HR overhead. No organizational politics. No survival mode. Just the game.

Full autonomy

You decide what to build, how to build it, and how to find your way to players. There is no creative committee. There is no mandate on genre, style, platform, or format.

If the vision is big, player-first, and held by the team, it belongs in the conversation – whatever it looks like or plays like.

What we greenlight is teams, not ideas. If we believe in the people, we back them to find the game.

Infrastructure

You own the game. You don’t have to build everything around it from scratch.

Behind each New Games team is Supercell’s launchpad: capital, player insight, analytics, growth, marketing, brand, community, finance, legal, security, live operations, and people who have seen games succeed, fail, scale, wobble, and occasionally surprise everyone.

We will not tell you what game to make. That part is yours. But when there is real signal, we can surround the team with the kind of support most studios only get much later.

Venture capital brings money. We bring money, the machine, and people who actually care if your game succeeds.

Financial opportunity

We should be straightforward about this. The compensation model for Supercell New Games teams is structured to offer outsized upside tied directly to the performance and scale of a successful game.

This is different from a traditional games industry paycheck. For a game that reaches global scale, the team’s financial outcome is significant.

In Their Own Words

Anastasiya on a neon-lit Osaka street at dusk

Anastasiya, Game Artist

A supercell game is one that people play for years and then tell their friends about it without anyone asking them to.

A game made with attention: for the player and for their time.

I’ve seen from the inside how much the teams here care about the player experience, how they build stories that genuinely touch people, and this changed what “quality” means to me.

My own bar: a game that’s still around when today’s players show it to their kids. This means building something that hasn’t existed before.

What is driving me to build this?

Curiosity and a good amount of ambition.

Most of the work is iteration and dead ends before one day a system we built suddenly clicks, turning into something fun. That moment pays for everything.

I want to make a strategy game that a kid, their dad and their grandmother can all play. Either together or each on their own bus ride.

And if that kid finishes a session thinking “I could make games too”, that’s the whole job done.

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Jeff at a recreation of the Dunder Mifflin office, a Dundie Award on the desk beside him

Jeff, Game Lead

Game making is a fascinating puzzle of fitting the right fantasy and functions together, but it requires thousands of decisions.

No one has the perfect answer all the time. I have made many mistakes across product, design and in the interactions with people. But those scars have crystalized into wisdom I get to apply now.

What excites me is applying those learnings with a group of individuals who’ve experienced the same but are still bright-eyed.

Together we can make something that might reach a billion people.

Why did I choose to make games at Supercell?

Supercell prizes its culture and you can feel that in the people. Beyond that, the creative process is often bouncing ideas off other great minds, and Supercell is exploding with them.

Coming up with not just good, but great ideas takes inefficient searching through many deceiving paths.

Supercell is a rare mobile studio that respects the creative space needed to find them.

With the culmination of culture, fertile space and a gathering of like minded craftsmen, here I feel like I can focus on crafting the magnum opus. To make something remembered forever!

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Charmie smiling, looking off camera

Charmie, Game Lead

The thing about Supercell is the agency. The amount of freedom you get as a game leader, a game team, and the freedom to make your own decision is absolutely amazing.

It’s not for everybody. Some people need more structure. I don’t need that.

If you have a strong vision for what you’re trying to accomplish, then Supercell gives you that freedom and has the resources to support you.

There couldn’t be a better place for this.

And what drives me to build this?

It’s the culture. Ultimately what matters and what keeps me happy are the people I work with day to day and the relationships with them.

I’m excited to see my team every day, my team is absolutely amazing.

Empowering teams is foundational to Supercell culture, and it deeply aligns with how I want to make great games.

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