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The archive · Work & Ways of Doing · Strategic decision · 2012–2016

Supercell's cell structure gives each small game team launch-and-kill power

Supercell split into autonomous cells of under 15 developers, each owning its game from idea to launch or kill — four straight hits followed.

Supercell

The ideaTurn every game team into an autonomous cell that owns its game from prototype to launch or kill; the company exists to serve the cells.substantial

What it had to solve

Supercell's founders wanted games people would play for years, but the usual studio model pushed big calls up a management chain, so teams aimed at passing reviews instead of serving players. After Clash of Clans and Hay Day succeeded, other teams stalled in limbo, afraid to fail against that bar.

How it works

Supercell's founders started with the opposite of the traditional mobile-studio model. In most companies, game teams answered to managers, and a greenlight process pushed the big calls up the chain; the goal quietly became getting a product through review rather than making the best game for players. Team lead Timur Haussila, who had lived that system at a previous studio, described the result as cautious clones and diluted ownership.

Supercell flipped the hierarchy. Each team was an autonomous cell of no more than 15 developers who conceived ideas and acted on them, and the rest of the company existed to serve those teams. Only the game team could decide to kill a project — nobody else, including the CEO. Prototypes moved through design, build, test and analysis, with roughly ten percent reaching company playables and plenty never released; killed games were celebrated not for failing but for the lessons learned.

The record through 2016: four released games, all hits — Clash of Clans, Hay Day, Boom Beach and Clash Royale — from a company of under 100 people with no conventional HR department. CEO Ilkka Paananen argued that more people and more process meant less ownership and lower quality, and he took the story to a BAFTA lecture and a 2018 GDC session on turning the org chart upside down.

Why it lands

  • Launch-and-kill authority sat with the team that made the game, so decisions ran on product feel and player data rather than management review cycles.
  • Keeping cells small forced one team to own the whole game, which removed the management layers that dilute ownership and quality.
  • Because failure was safe — killed projects were celebrated for their lessons — teams took real risks instead of polishing weak ideas to pass a review.
  • Transparency created peer pressure: every morning, metrics for all of the company's games went to everyone, so a struggling project could not hide.

What it did

From under 100 people with no conventional HR department, the cells shipped four consecutive hits — Clash of Clans, Hay Day, Boom Beach and Clash Royale — and Paananen turned the model into a BAFTA lecture and a GDC talk.

VideoPaananen explains cell structure at GDC 2018

What you can take

Give the people doing the work the authority to kill it: when teams own both launch and kill, they stop designing for a review process and start designing for players.

Since then

Supercell carried the model through ownership changes from SoftBank to Tencent, and the cell story stayed the company's explanation of how hits are made. In September 2023 Paananen admitted Supercell had not grown for years and was losing share, and announced the company was effectively splitting in two: new-game teams keep the startup-like cell culture, while live-game teams became scaled business units with structure, process and middle management — once curse words at Supercell. The original cell years remain the template for both halves.

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