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The Cell Structure: How Supercell Turned the Traditional Org-Chart Upside Down — Transcript

by GDC Festival of Gaming · 12,132 words · 1,792 segments · language en · Watch on YouTube

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  1. 0:05Hello. Uh good morning.
  2. 0:08Thank you all for coming. I I know it's
  3. 0:10it's quite early.
  4. 0:12So, my name is Ilkka. I'm from a company
  5. 0:14called Supercell and I will talk today
  6. 0:17about the way that we are organized. Um
  7. 0:21uh which we call the cell structure.
  8. 0:24But before I begin, I I want to
  9. 0:26emphasize that, you know, I'm not here
  10. 0:28today to tell you that or trying to
  11. 0:30convince you that this would somehow be
  12. 0:32the right culture or or the best
  13. 0:34culture.
  14. 0:35Uh obviously, it has worked out very
  15. 0:38well for us, but I believe I'm a firm
  16. 0:40believer that every company should have
  17. 0:42their own unique culture, which is like
  18. 0:45of course designed
  19. 0:46uh that company in mind.
  20. 0:49So, instead, my goal today and my sort
  21. 0:51of a hope is that that at least some of
  22. 0:53you guys would walk away from this room
  23. 0:55with maybe one or two new ideas how you
  24. 0:57can make
  25. 0:58your organization uh better and the
  26. 1:00culture culture better.
  27. 1:04So, I wanted to begin with a story about
  28. 1:07one of our our games.
  29. 1:09So, I think it was almost exactly um
  30. 1:136 years ago. I remember it quite well.
  31. 1:15We were in in this meeting room uh
  32. 1:19with most of the Supercellians at at the
  33. 1:21time and we were talking about new game
  34. 1:23ideas. So, at that time
  35. 1:26we had plans to release a couple of
  36. 1:27games that year, but we had no idea
  37. 1:30whether those games would be successful
  38. 1:32and and at that point like none of our
  39. 1:34games had been successful. So, we kind
  40. 1:36of we felt that we good to have like
  41. 1:38some game ideas in our back pocket.
  42. 1:41And
  43. 1:42one of the the ideas that was presented
  44. 1:44by this guy called Jon who presented his
  45. 1:47prototype which he called the Summoner
  46. 1:49and that that game essentially was a
  47. 1:51kind of real-time PvP game.
  48. 1:54And I remember people like really liking
  49. 1:56the prototype, but then like lots of
  50. 1:58concerns were expressed as well. And I
  51. 2:00remember myself for example saying that,
  52. 2:03you know, I just love what you've done
  53. 2:04here, but
  54. 2:05I just don't believe real-time PvP games
  55. 2:08would work on mobile. I wish it was
  56. 2:10asynchronous or something along those
  57. 2:11lines. And
  58. 2:13uh
  59. 2:13and and so this is like 6 years ago.
  60. 2:16And I remember that
  61. 2:17like uh
  62. 2:18when if you fast forward a couple of
  63. 2:20months from that moment, then the
  64. 2:21actually we we did get very lucky, but
  65. 2:23but our games Hay Day and Clash of Clans
  66. 2:25actually became relatively successful
  67. 2:27and and and we had all of our developers
  68. 2:29start with those two games. So, then we
  69. 2:31actually didn't have time to pursue any
  70. 2:32of the ideas that were presented in in
  71. 2:34that meeting.
  72. 2:36But then a couple of years went went by
  73. 2:39and and and and two other Supercell
  74. 2:41people Nikko and and Visa,
  75. 2:44they needed a game idea and they sort of
  76. 2:46remembered the Summoner prototype that
  77. 2:47was presented at that time. And they
  78. 2:49sort of picked it up and they were
  79. 2:51inspired about it and and they just
  80. 2:53created their own version of it and it
  81. 2:55was still was a real-time PvP game on on
  82. 2:59on on mobile. And again, there was sort
  83. 3:01of the same skepticism that was around
  84. 3:03the around the game.
  85. 3:06Uh but but despite that, they kind of
  86. 3:08pushed
  87. 3:09further and and and I even remember this
  88. 3:11moment with those two that we had a
  89. 3:13meeting and they came to me and said
  90. 3:14that they feel like like killing the
  91. 3:16game. And and I asked like so why why is
  92. 3:18that? And they said that well, she
  93. 3:20doesn't see that that many people
  94. 3:21believe in it. But then I asked that do
  95. 3:23you guys believe in it? And they said
  96. 3:24yes. And then I encouraged them to
  97. 3:26continue and and thankfully then they
  98. 3:28did. And but then like slowly but surely
  99. 3:31like
  100. 3:32like a group of like enthusiasts started
  101. 3:34to form around this game.
  102. 3:37But at some point the project um
  103. 3:39ran into some difficulties and and then
  104. 3:41Nikko decided that maybe like somebody
  105. 3:43else should lead this project. And then
  106. 3:45there was this guy Lasse
  107. 3:47who who was super super excited what had
  108. 3:49been done.
  109. 3:50But the only issue was that he believed
  110. 3:53that that the game should actually be
  111. 3:54like reworked completely and maybe they
  112. 3:57should go back to square one and and
  113. 3:58build it one more time. And and and on
  114. 4:01top of that, the team had the idea that
  115. 4:03instead of the IP that had been planned
  116. 4:05for this game
  117. 4:06code named Scroll,
  118. 4:07we should actually use the Clash of
  119. 4:09Clans IP. And you can just imagine like
  120. 4:11the amount of resistance from the people
  121. 4:14who had been originally involved with
  122. 4:16that game. And of course, Clash of Clans
  123. 4:18at that time was was our most valuable
  124. 4:20IP, so it was a big call. But you know,
  125. 4:23Lasse and the team didn't really care
  126. 4:24about the resistance. They just went on
  127. 4:26and and decided to do exactly that. And
  128. 4:29and what's interesting to me is that
  129. 4:31that even still a few months before the
  130. 4:33beta,
  131. 4:34there was quite a lot of people who
  132. 4:36thought that, you know, just doing this
  133. 4:37pure
  134. 4:39uh
  135. 4:39real-time PvP game, it's going to be
  136. 4:41like a really difficult thing to pull
  137. 4:43off on mobile. But but again, Lasse and
  138. 4:46and the team, they didn't care and and
  139. 4:47they just powered through and and
  140. 4:49released it on beta and and then
  141. 4:51that game is is is Clash Royale and and
  142. 4:54and obviously it was pretty pretty
  143. 4:55successful like from the launch.
  144. 4:58But then the story continues. So, fast
  145. 5:00forward again maybe 3 4 months from the
  146. 5:03launch and and we actually start to face
  147. 5:06some issues with the community. So, they
  148. 5:08were not happy with how the game worked.
  149. 5:10We had an issue like um
  150. 5:12uh what it was known as a trophy
  151. 5:14threshold. So, it had to do like with
  152. 5:16the progress of the players in the game.
  153. 5:18Uh players weren't happy about that for
  154. 5:20a good reason. It wasn't a good
  155. 5:21experience once you get it to a certain
  156. 5:23point in the game. And then what what
  157. 5:25really pissed our players off was this
  158. 5:27thing known as emotes in the in the
  159. 5:30game. So, what you can do in the game is
  160. 5:32that in your
  161. 5:33you can send emotes to your opponents.
  162. 5:35Um and and and lots of players were sort
  163. 5:37of using that to to basically irritate
  164. 5:39the the losing player and that really
  165. 5:41drove some of players like completely
  166. 5:43mad. And those complaints had been there
  167. 5:45from the very beginning, but the team
  168. 5:47the original team always thought that,
  169. 5:49you know, like this is part of the game.
  170. 5:51This is the soul of the game. It's a PvP
  171. 5:52game. So, we are not going to change it.
  172. 5:56But then
  173. 5:57Lasse wanted to do some other things and
  174. 5:58and and and and then a guy called
  175. 6:00Jonathan came
  176. 6:01and and and he he started to lead the
  177. 6:03team and there were some other changes.
  178. 6:05Uh and
  179. 6:07despite the fact that the all the
  180. 6:09original creators thought that this was
  181. 6:11this these emotes are an essential part
  182. 6:13of the game, they decided to make a call
  183. 6:16uh
  184. 6:17to enable the players to mute these
  185. 6:19emotes. And that of course like most
  186. 6:21many of the original team members like
  187. 6:23thought it was absolutely wrong. But
  188. 6:24yet, they did it. Uh and and because of
  189. 6:27that and and most of all because of some
  190. 6:29of the other changes that they had made
  191. 6:31to the progression of the game, the game
  192. 6:32started to grow quite quite quickly for
  193. 6:34the next 6 months and it is still at a
  194. 6:36very good place place today.
  195. 6:40So, um
  196. 6:41I think this story as a whole is a
  197. 6:43really great example how of our
  198. 6:44organization works about in good and
  199. 6:47bad. And and and it's a good example of
  200. 6:49our culture. And and but I don't think
  201. 6:51it's a good example of our culture. I'm
  202. 6:53not telling it because the game
  203. 6:55eventually was was successful. I'm
  204. 6:57telling it that, you know,
  205. 6:59this game game game together despite uh
  206. 7:03the fact that lots of people in the
  207. 7:04organization disagreed what was about to
  208. 7:06be done like starting from the CEO, uh
  209. 7:10many of the founders and many other
  210. 7:12uh sort of a people in the in the
  211. 7:14organization. But yet, somehow the game
  212. 7:16progressed and it was released and and
  213. 7:17and and was
  214. 7:19uh we were lucky in in a way that it it
  215. 7:20was successful.
  216. 7:22So, today I will talk about this this
  217. 7:25culture and and really like um trying to
  218. 7:27like tell you guys like what we have
  219. 7:28found out that what works well and then
  220. 7:30also like what what hasn't worked and
  221. 7:31what the challenges have been. And more
  222. 7:33than anything like what we have learned
  223. 7:35throughout these these years.
  224. 7:37But before I actually get into the
  225. 7:39actual culture and how it works, I want
  226. 7:40to tell a bit about like what actually
  227. 7:42led to the creation of it.
  228. 7:45So, so first of all,
  229. 7:47a bit about my background. So,
  230. 7:48unfortunately, I'm not the game
  231. 7:50developer. I I haven't developed any of
  232. 7:53our games and none of them have been my
  233. 7:55ideas. So, I can't take any credit for
  234. 7:57for the games.
  235. 7:58And even if I have always loved games
  236. 8:01and have been a big gamer,
  237. 8:02I actually ended up being part of the
  238. 8:04game industry just by an accident.
  239. 8:07And it's it's funny to think this, but
  240. 8:08originally actually I for whatever
  241. 8:10reason I wanted to be an when I went to
  242. 8:12the university, I wanted to be an
  243. 8:13investment banker or management
  244. 8:15consultant. Until today, I know don't
  245. 8:17know why. I'm sure I'm very happy it
  246. 8:19didn't happen eventually.
  247. 8:21Um and the reason why it didn't happen
  248. 8:23is that I got really excited about the
  249. 8:24entrepreneurship at some point and and
  250. 8:27and I was lucky enough that I bumped
  251. 8:29into this group of people and they
  252. 8:30wanted to found their own game company.
  253. 8:33Uh and it and it just happened to be a
  254. 8:35game company. It could have been any
  255. 8:36other company like from my point of
  256. 8:37view. But these guys wanted to do games
  257. 8:39and they were all game developers.
  258. 8:42But none of them were like interested in
  259. 8:44in in doing any kind of
  260. 8:45or handling any of the commercial or the
  261. 8:47business side of the of of running a
  262. 8:50business. And and they they couldn't
  263. 8:52afford to you know pay any salaries and
  264. 8:54and I'm sure they didn't have any other
  265. 8:56applicants than myself for the job. So,
  266. 8:58then I finally got the job and and and
  267. 9:00and became the CEO of the company. And
  268. 9:02and that company was called Sumea and
  269. 9:03this is like year 2000. And funnily
  270. 9:05enough, we were actually doing or our
  271. 9:07plan was to do mobile games already at
  272. 9:10at that time.
  273. 9:12Uh
  274. 9:13eventually, the company did okay and it
  275. 9:15actually was sold to a company called
  276. 9:16Digital Chocolate, which is actually
  277. 9:18from here based was from here based in
  278. 9:20San Mateo. And then my job was to run
  279. 9:23the European operations of the of the
  280. 9:25company.
  281. 9:26Uh and you know, those times were quite
  282. 9:29different. So, the ones of you who are
  283. 9:30used to or all of us who are used to
  284. 9:32like dealing with the app stores, I mean
  285. 9:34this was a very different time because
  286. 9:36the distribution was through like
  287. 9:37carriers and and you had to do like
  288. 9:39these separate distribution deals with
  289. 9:41every single one of them. And
  290. 9:42and it was quite interesting. I actually
  291. 9:45found this
  292. 9:46photo from from those times. As you can
  293. 9:48see, it's a very serious business
  294. 9:51with a jacket and everything. And just
  295. 9:52look at that phone like on my lap like
  296. 9:55uh but the funniest thing about those
  297. 9:57days is that you were basically selling
  298. 9:58games to people who didn't really care
  299. 10:00about games. Most of them they didn't
  300. 10:02they didn't play the games and it was
  301. 10:04just, you know, it's just traditional
  302. 10:05sales work. I I can't say that I would
  303. 10:07miss miss those times uh days too too
  304. 10:09much.
  305. 10:10But then uh after that I my job was to
  306. 10:12actually run the global studios
  307. 10:13organization
  308. 10:15of digital chocolate and and we had
  309. 10:17three studios and I guess around 200
  310. 10:19people all together in those those
  311. 10:20studios.
  312. 10:22And uh
  313. 10:24So I come from my told you guys my I
  314. 10:26come from this quite analytical
  315. 10:27background. Um, like and and sort of
  316. 10:29myself said my my for some reason my my
  317. 10:31dream job was to be as a something like
  318. 10:33management consultant. Uh,
  319. 10:36and and so I
  320. 10:37originally took a very kind of what I
  321. 10:39thought was a very analytical and
  322. 10:40thoughtful
  323. 10:42uh approach to design the organization.
  324. 10:44And by the way like uh since I've sort
  325. 10:46of created this organization myself,
  326. 10:49uh I I I believe that I also have a
  327. 10:50right to kind of criticize it and and
  328. 10:53you know all all of them funny things
  329. 10:55and mistakes that I'm going to talk
  330. 10:56about I mean I
  331. 10:58those are all like my my mistakes and
  332. 11:01uh and the other thing is that that even
  333. 11:03if if some of this stuff will will sound
  334. 11:05quite funny, I mean keep in mind that
  335. 11:07everything was done like with the best
  336. 11:08intentions. So already at that time uh
  337. 11:11our goal was to just simply to create
  338. 11:13the the best best games.
  339. 11:16But anyway so we my my approach was that
  340. 11:19I wanted to the company to be very well
  341. 11:21organized. So like every everybody
  342. 11:23belonged to their kind of own unit or
  343. 11:25box and and everybody reported to some
  344. 11:27somebody and they had this like very
  345. 11:29well thought out matrix organization.
  346. 11:32And and they had process for every
  347. 11:33single thing you can imagine like from
  348. 11:35creating new games to to many many other
  349. 11:38things and and everything sort of looked
  350. 11:40really great on on on paper.
  351. 11:42And and most importantly
  352. 11:44uh
  353. 11:45what we liked about their indicators is
  354. 11:46that who has the product vision like who
  355. 11:48ultimately decides what type of games
  356. 11:51the company does. And and the product
  357. 11:52vision was very much at the top. So it
  358. 11:54was myself, it were the three head of
  359. 11:56the studios and some product managers
  360. 11:59and and our small group essentially
  361. 12:00controlled what the company was was
  362. 12:02doing.
  363. 12:04Uh and then like uh
  364. 12:06what made it probably even worse is that
  365. 12:07then the organization grew so we hired
  366. 12:10all of these people and we opened these
  367. 12:11new studios. Our approach to manage that
  368. 12:14growth was actually to like even in
  369. 12:17further increase the control so we added
  370. 12:19layers of management and we added the
  371. 12:22amount of uh added new processes to the
  372. 12:24company because we wanted to control it.
  373. 12:27And uh
  374. 12:29I've I thought a lot like in the recent
  375. 12:32years like uh what sort of drove uh
  376. 12:36all of those things and and you know it
  377. 12:37really was like this feeling that
  378. 12:39I I guess ultimately I had to have that
  379. 12:41you know I wanted to feel like that I am
  380. 12:43in control of our destiny and you know
  381. 12:45having everything all of these written
  382. 12:47plans and and and and and org charts and
  383. 12:50everything and processes it kind of made
  384. 12:51me feel like that we would somehow be in
  385. 12:54control of our our destiny. That's
  386. 12:56probably the best explanation that I've
  387. 12:58come up with.
  388. 12:59And we exercise this control through
  389. 13:02through a couple of processes.
  390. 13:04I'm going to give you example of two.
  391. 13:07The first example is is is which I think
  392. 13:10is relatively widely used in in in the
  393. 13:12games industry one form or another is
  394. 13:14this kind of green light process. We
  395. 13:16call it the YDC meaning that why should
  396. 13:19digital chocolate build this product.
  397. 13:21Essentially it's a mini business plan
  398. 13:23for every game. Uh
  399. 13:25so basically starting with things like
  400. 13:27you know what's the market opportunity
  401. 13:29like uh what's the size of opportunity
  402. 13:31what does the competition look like how
  403. 13:34are our games different and or better
  404. 13:37you know what's the cost budget what are
  405. 13:39risks so forth so forth. And and and
  406. 13:41from every single new game this type of
  407. 13:43document product 10 pages um
  408. 13:46was was required.
  409. 13:48And uh and to make it worse I had this
  410. 13:50idea which I thought was a good idea but
  411. 13:52it resulted to be a very bad idea. Uh
  412. 13:55but
  413. 13:56so my goal was that I wanted to like
  414. 13:57make everybody in the company feel all
  415. 14:00the departments feel that that they are
  416. 14:02sort of a part of the process and and
  417. 14:04they can and sort of create a sense of
  418. 14:06ownership. So
  419. 14:08I required like the the game developers
  420. 14:10actually talk to heads of each and every
  421. 14:12department and sort of to get their sign
  422. 14:14off or support for this new game idea.
  423. 14:16So these people would talk to the head
  424. 14:18of the finance, head of the marketing,
  425. 14:20head of sales, head of operations to
  426. 14:22kind of get their approval. And and you
  427. 14:24can sort of guess where it leads to.
  428. 14:26Like uh in in these meetings that they
  429. 14:28had about the green light uh decisions
  430. 14:30like there was no real discussion
  431. 14:31because the real discussion had been
  432. 14:33like before the meeting and and it was
  433. 14:35like super political process where like
  434. 14:38the developers would do anything they
  435. 14:39could possibly can to get an approval
  436. 14:41from certain people.
  437. 14:43Uh and and then like and if if if there
  438. 14:46was no approval from a person then that
  439. 14:48game wouldn't the idea wouldn't even
  440. 14:49appear in in this meeting. So the value
  441. 14:51of the meeting was was close to close to
  442. 14:53zero.
  443. 14:55Uh
  444. 14:56And also like some other problems that
  445. 14:57that it had was that you know like if
  446. 14:59you think about it like I mean I mean
  447. 15:01nobody has a crystal ball. It's really
  448. 15:03hard to predict which games will be
  449. 15:04successful. So then you could make the
  450. 15:06argument that you know why would this
  451. 15:08group of people have that crystal ball
  452. 15:10and why should they be making the
  453. 15:11decisions. Uh and and one could argue
  454. 15:14that who really knows the games and and
  455. 15:16the players best it's probably is the
  456. 15:17game developers themselves.
  457. 15:20Also like this process it really favored
  458. 15:22sort of what I would call like
  459. 15:23incremental innovation. Like very
  460. 15:27kind of products that are little better
  461. 15:28than the existing ones. But and and and
  462. 15:30the reason is that for you to make a
  463. 15:32case like what type of product to build
  464. 15:34the easiest way to build your financial
  465. 15:37estimate was to look at what already
  466. 15:38exists in the market and say that okay
  467. 15:40we are better because of these games
  468. 15:42because X Y and Z and therefore the
  469. 15:45revenue estimate it's like we're going
  470. 15:47to capture X percentage share of this
  471. 15:49market or something like that. And that
  472. 15:51was sort of an
  473. 15:52easiest way to sell this stuff to people
  474. 15:54who didn't come from games background.
  475. 15:55So for example a guy with a financial
  476. 15:57background. I mean that's the language
  477. 15:59that that person understands.
  478. 16:02But what
  479. 16:03what the problem is that this type of
  480. 16:04process doesn't favor the truly innova-
  481. 16:07innovative ideas. Like if you really
  482. 16:08want to build something from scratch you
  483. 16:10want to build something that doesn't
  484. 16:12exist yet you can't build a case like
  485. 16:14that around it. And and surprise
  486. 16:15surprise we really didn't have many of
  487. 16:17those type of games like coming through
  488. 16:19the the process.
  489. 16:21And then the the the um
  490. 16:23the last uh sort of a problem with the
  491. 16:25uh process was that just you know it
  492. 16:27required a lots of time from the
  493. 16:28developers. So instead of them like
  494. 16:30writing prototypes and and and you know
  495. 16:32building the actual games they were
  496. 16:34building pitches which of course isn't a
  497. 16:36very good use of time. They could use
  498. 16:38that time for the products themselves
  499. 16:40instead.
  500. 16:42So that would be one example of a
  501. 16:43process. Um
  502. 16:45Another example is is like that we at
  503. 16:47some point we introduced this like
  504. 16:48monthly review uh processes and and we
  505. 16:52uh they were essentially like status
  506. 16:54reports from the game teams to the upper
  507. 16:56management like what's going on. And and
  508. 16:58the purpose was like that we wanted to
  509. 17:00feel in control that and make sure that
  510. 17:02these games are actually progressing as
  511. 17:04as we had agreed and and you know are
  512. 17:06still shooting towards the vision that
  513. 17:07we had had agreed. And and and what
  514. 17:10really like made these meetings bad was
  515. 17:12that they they were also essentially
  516. 17:14like go no go decision points. So they
  517. 17:16also were like green light meetings as
  518. 17:17well meaning that that it it could be
  519. 17:20that your game gets discontinued uh in
  520. 17:23in in this meeting.
  521. 17:24And of course you can imagine what
  522. 17:25happens. Of course the game teams would
  523. 17:27come to this meeting very well prepared.
  524. 17:29They had done all of this work the prior
  525. 17:31week to prepare for the meeting. They
  526. 17:33had created a lot of materials just for
  527. 17:35purposes of this meeting. And after the
  528. 17:37meeting uh
  529. 17:39had the game continued they would just
  530. 17:40throw away all of that stuff and
  531. 17:42continue where they left off. And at
  532. 17:43some point I think I figured out that
  533. 17:45like some teams they literally used one
  534. 17:47week of every single month just for the
  535. 17:49purposes of of this meeting. Of course
  536. 17:51of course that doesn't make any any
  537. 17:53sense.
  538. 17:53Also you can imagine the amount of
  539. 17:55frustration that these developers had
  540. 17:57when they had to explain uh game stuff
  541. 18:00and game development stuff to people who
  542. 18:02like weren't like game developers at
  543. 18:04all. Like again like uh you know it was
  544. 18:07my fault. I was the one who invited this
  545. 18:09like finance and marketing and sales
  546. 18:11guys to the to the meeting.
  547. 18:13Uh it's definitely not their fault but
  548. 18:14you know of course they had questions
  549. 18:16and you know it wasn't very productive.
  550. 18:18And and the last thing about this
  551. 18:20meeting that again you can imagine the
  552. 18:22large group of people and very easily
  553. 18:24lead to this kind of sign by committee
  554. 18:26type of thinking. So the ideas that
  555. 18:27would go through are the ideas that
  556. 18:29doesn't get anybody irritated but then
  557. 18:32the other hand you know aren't really
  558. 18:34that great or innovative either because
  559. 18:36like most of the the big innovative
  560. 18:37ideas they are
  561. 18:39uh things like for example Clash Royale
  562. 18:41that did something new but then you
  563. 18:42don't really understand it before it's
  564. 18:44it's out there.
  565. 18:47And and there were other uh and I could
  566. 18:49have like a
  567. 18:50pick some other processes as well but I
  568. 18:52these are probably the big top two ones
  569. 18:53on on on my list which really didn't
  570. 18:55work out.
  571. 18:56And and the really really interesting
  572. 18:58thing about all of this is and all of
  573. 19:00these processes I said they were put
  574. 19:02together with best intentions. And but
  575. 19:03the thing is that despite all of this I
  576. 19:06mean believe it or not but we were
  577. 19:07actually able to put out some really
  578. 19:09great games. So ones of you who who were
  579. 19:12part of the mobile games industry back
  580. 19:14back in those days might remember a game
  581. 19:16called Tower Blocks which was a really
  582. 19:18big hit for us later on when Facebook
  583. 19:20just started their gaming platform we we
  584. 19:23uh released a game called Millionaire
  585. 19:24City that that got a huge amount of
  586. 19:26users and there were others as as well.
  587. 19:29And at some point I started to think
  588. 19:31that what really is the common nominator
  589. 19:33uh behind all of these games.
  590. 19:36And I the more I thought about it more I
  591. 19:38realized that actually like
  592. 19:40first of all like all of these games
  593. 19:42they had a really great team behind uh
  594. 19:45them.
  595. 19:45Then two they were released exactly at
  596. 19:48the right time. So we got the timing
  597. 19:50right which of course is as mostly to do
  598. 19:54with with luck.
  599. 19:55But then thirdly, it also seemed to me
  600. 19:57that what explained the success is that
  601. 20:00the less the management, like myself and
  602. 20:02some others, less the management had to
  603. 20:04do with the game, the better were the
  604. 20:07chances of success. And and somehow
  605. 20:09these games, these hit games, they just
  606. 20:11happened, like almost like accidents.
  607. 20:14And and I once actually joked to
  608. 20:15somebody that that that we were able to
  609. 20:18like put out these hit games despite all
  610. 20:21of these processes that we had in place.
  611. 20:23And that of course like tells you
  612. 20:25something like how great these teams and
  613. 20:27the people there at at the company.
  614. 20:30And then I like sort of finally got it
  615. 20:31and it's it's really embarrassing to
  616. 20:33almost to talk about it because it took
  617. 20:34so so many years, but it I finally got
  618. 20:36that these processes, like no matter how
  619. 20:39well thought they thought out they are,
  620. 20:41they just do not translate into great
  621. 20:44games.
  622. 20:45And then I the kind of thought process
  623. 20:47continued and and started to think that
  624. 20:49if the success truly is and is only
  625. 20:51about the team and the timing and the
  626. 20:54timing you can't really control because
  627. 20:56that's about luck, but what you can
  628. 20:58control is actually the team.
  629. 21:00And if it really is like about the
  630. 21:03getting the best possible team together
  631. 21:06and and you know having an environment
  632. 21:08that really like doesn't slow these
  633. 21:09teams down, so there's like none of this
  634. 21:11management stuff
  635. 21:13like
  636. 21:14it creates friction for the team. If
  637. 21:16it's all about the team, like what if
  638. 21:18what would happen if you would sort of
  639. 21:20build a kind of new type of company, but
  640. 21:21would only be about people and and and
  641. 21:23these teams and and having an
  642. 21:25environment where there is no friction.
  643. 21:27And and what if actually like a
  644. 21:29what what if the
  645. 21:31the the people who would be sort of a
  646. 21:32superstars of the organization would be
  647. 21:34the game teams themselves and not sort
  648. 21:36of the the founders or or the the
  649. 21:38management. And what would happen if it
  650. 21:40was actually the teams who owned the the
  651. 21:43product vision?
  652. 21:44And then at some point we had this idea
  653. 21:46that what would happen if we actually
  654. 21:48turn this organization chart upside
  655. 21:50down. And and and actually like it would
  656. 21:52be the game teams themselves who kind of
  657. 21:54owned their game. And that's what the
  658. 21:56light bulb up there indicates.
  659. 22:00And and then we kind of took this idea
  660. 22:01even further and thought that uh
  661. 22:03we could actually think these teams as
  662. 22:06as they're kind of almost like their own
  663. 22:07independent companies inside the the
  664. 22:10greater company. And then at some point
  665. 22:13somebody suggested that since this is
  666. 22:14such a radical idea, I mean let's not
  667. 22:16call them teams, let's call them cells.
  668. 22:19And then somebody asked that okay, like
  669. 22:21if that's the case, like what is this
  670. 22:23whole thing called? And then somebody
  671. 22:24came up with a word Supercell and that's
  672. 22:26where the kind of name of the company
  673. 22:27comes from.
  674. 22:29But really the the kind of the the the
  675. 22:31idea here is that there is no central
  676. 22:33process. I mean every team can be
  677. 22:36different. And and and you know like
  678. 22:38that enables us to hire from much
  679. 22:40broader base of people because you don't
  680. 22:42have to be like this just like one one
  681. 22:45type of
  682. 22:46person to be to get to get hired. And
  683. 22:48and every team can have their own ways
  684. 22:50of working.
  685. 22:51And and we sort of
  686. 22:52wanted to see that as a source of
  687. 22:54strength rather than a source of of
  688. 22:57weakness.
  689. 22:59Well, then at at some some point
  690. 23:00somebody asked that okay, but
  691. 23:02if it's all about the teams, like what
  692. 23:04do you do then? Like what is the role of
  693. 23:06of management in in this type of case?
  694. 23:08And and we thought about it a lot and
  695. 23:10and and and really the the the answer
  696. 23:13seems to be that it's it's our job to to
  697. 23:15put together the best possible teams and
  698. 23:18it's our job to make sure that these
  699. 23:21teams have the best possible environment
  700. 23:22to work in.
  701. 23:24And by best possible environment I don't
  702. 23:25mean any I don't mean a fancy office,
  703. 23:28for example. I mean I mean an
  704. 23:29environment where these teams can have
  705. 23:31the biggest possible impact and there's
  706. 23:33no friction in in the organization.
  707. 23:37Also one of the things that we kind of
  708. 23:38got excited about was this idea that if
  709. 23:40these teams make the decisions, it
  710. 23:42probably like will increase the the kind
  711. 23:44of speed of execution, but also because
  712. 23:47they don't need approvals, but it will
  713. 23:49also increase the quality
  714. 23:51of the decisions because then the
  715. 23:54decisions get to be made as close to the
  716. 23:56player as possible. Because it's
  717. 23:58obviously these guys who know the games
  718. 23:59best and they probably also know their
  719. 24:01users or the players the best, so it
  720. 24:03just makes makes sense.
  721. 24:05Uh
  722. 24:06and and and these days I I I think that
  723. 24:08our organization it it works the best uh
  724. 24:12then like I make as few decisions as
  725. 24:14possible. Like and you know I have
  726. 24:16almost
  727. 24:17we've sort of made it a goal that that
  728. 24:19most of the decisions, if not all of
  729. 24:21them, they should be made at the team
  730. 24:22level, not at that sort of the
  731. 24:24management level.
  732. 24:25And and you know to describe that goal
  733. 24:27I've even like
  734. 24:28started to say to our people that my
  735. 24:30goal is to be actually the least
  736. 24:31powerful CEO. And I'm meaning that you
  737. 24:33know the less decisions I make, the
  738. 24:35better the organization works.
  739. 24:37And sometimes this sort of leads to some
  740. 24:39really interesting situations. So
  741. 24:42uh
  742. 24:42for example, when we we work with some
  743. 24:45uh
  744. 24:45uh outside outside companies, like for
  745. 24:47example with partners uh
  746. 24:50uh platform partners, for example, like
  747. 24:52it it it always takes them a while to
  748. 24:54realize that at Supercell the most
  749. 24:56important meetings you can possibly
  750. 24:58have, they are with the game teams. So
  751. 25:00for example, if they're meeting with me,
  752. 25:02it in most cases it's waste of their
  753. 25:04time because at the end of the day it's
  754. 25:06not me who's making these decisions. And
  755. 25:08they usually don't believe it the first
  756. 25:10or even the second time we tell that to
  757. 25:12them, but maybe after third or fourth
  758. 25:14time and then they start to see like how
  759. 25:15we work,
  760. 25:17it's suddenly they they they sort of
  761. 25:19they get it.
  762. 25:20Or or there are like things like uh
  763. 25:23recently we when it was the
  764. 25:25International Day of the Girl, we part
  765. 25:28or I participated in the in this
  766. 25:30initiative called Girls Takeover. So the
  767. 25:32idea is that this uh say a teenage age
  768. 25:35girl comes and you know takes over the
  769. 25:37job of the CEO and and makes all the
  770. 25:40decisions for for one day. So
  771. 25:42and they asked me to participate and
  772. 25:44because I thought this is a very
  773. 25:45important initiative, of course I wanted
  774. 25:47to participate, but I kind of pre-warned
  775. 25:50them all all of these girls, Sonia, that
  776. 25:52that I I'm happy to support you and we
  777. 25:55will do this, but I just want to warn
  778. 25:57you that you might be actually quite
  779. 25:58disappointed because the fact is that I
  780. 26:00make very few decisions in this company.
  781. 26:03But you know she took the chance anyway
  782. 26:06and and and I think she did the right
  783. 26:08thing by touring the studio and and
  784. 26:10talking to the game teams, which is like
  785. 26:11the always the most interesting part of
  786. 26:13of my day. But you know
  787. 26:15it is just interesting like how how this
  788. 26:17type of way of organizing it it changes
  789. 26:19how you also deal with some of the
  790. 26:20external parties.
  791. 26:24One one other idea
  792. 26:26that that's that's very close to our
  793. 26:27culture is this idea of of the power of
  794. 26:30a small team. So at the previous company
  795. 26:33we we had like seen in our our own eyes
  796. 26:35that how powerful these like these very
  797. 26:38small group of people can be if they are
  798. 26:40just the right people and and work well
  799. 26:42together. It almost seemed that uh
  800. 26:45that
  801. 26:46uh and it's counterintuitive, but the
  802. 26:48scarcity of resources, meaning the
  803. 26:50number of people it it sort of uh
  804. 26:53it it leads to
  805. 26:55better prioritization, better focus and
  806. 26:58then that in turn leads to better
  807. 26:59quality. And and you know we we see saw
  808. 27:01it at the previous company time after
  809. 27:03time and also we've seen it at
  810. 27:04Supercell. So quite often when things
  811. 27:06are aren't working out for us, one of
  812. 27:08the de facto solutions that we have is
  813. 27:10that let's make the team a bit smaller.
  814. 27:12Uh and and and and you know let's try to
  815. 27:14put together the smallest possible team.
  816. 27:20So um it probably isn't a surprise that
  817. 27:22that in our at Supercell we don't have
  818. 27:24any any kind of green light process. But
  819. 27:25then the question is that that gets
  820. 27:27often asked that how do you guys decide
  821. 27:29what games to build?
  822. 27:32How do you sort of quote control it? And
  823. 27:35and actually like the only thing that we
  824. 27:36sort of control
  825. 27:38is the team and the team's composition
  826. 27:40and and you know of course I have to be
  827. 27:42able to trust the lead of the team. But
  828. 27:44after that, you know it's up to the team
  829. 27:46to develop the games they want as long
  830. 27:47as they develop the games in a framework
  831. 27:50we've agreed on. I mean our dream is to
  832. 27:51create these games that people would
  833. 27:53play for years and that are targeted for
  834. 27:55a widest possible audience. But that's
  835. 27:58really is the framework and within that
  836. 27:59framework the team is is free to do what
  837. 28:01they want and build the game that they
  838. 28:03want.
  839. 28:04Also
  840. 28:06we are known
  841. 28:07for like killing a lot of our games. So
  842. 28:09how do we how do we do that then?
  843. 28:12Well, at Supercell I would say that two
  844. 28:14entities have like
  845. 28:16control. So one is the game development
  846. 28:18team itself and then the other one is
  847. 28:20players. So and the team is in control
  848. 28:23in full control during the the
  849. 28:25development phase. So when we still
  850. 28:27don't have any
  851. 28:28hard data or metrics, it's it's the team
  852. 28:31and only the team who can decide
  853. 28:33whether the game will continue or not
  854. 28:35continue and be killed.
  855. 28:37But then like when the game goes from
  856. 28:40the development phase to a soft launch
  857. 28:41phase, so we or the beta phase, and and
  858. 28:44we start to actually get some like uh
  859. 28:46metrics on the players, then the control
  860. 28:49shifts in a way from uh
  861. 28:52uh from the team to the players because
  862. 28:54then it really is up to the players. And
  863. 28:55of course we will be observing the
  864. 28:57metrics and if they're good enough, we
  865. 28:59will uh
  866. 29:00uh launch the game globally. And what's
  867. 29:02good enough? Well, that's something that
  868. 29:03we always decide before the game goes to
  869. 29:06beta and we tell the metrics to
  870. 29:07everybody in the company just to make
  871. 29:09sure that we are honest to ourselves.
  872. 29:11And after that it's actually quite
  873. 29:12simple. Like if the game reaches the
  874. 29:14metric goals, we will release it to
  875. 29:15global and if it doesn't, we'll kill it
  876. 29:17and we'll we'll do something else.
  877. 29:21Uh we
  878. 29:23this this model has a couple of couple
  879. 29:24of like challenges that are important to
  880. 29:26understand. Um
  881. 29:28The first challenge is it's an
  882. 29:29interesting one. I mean the thing is
  883. 29:30that lots of people do not believe that
  884. 29:32this is true. Like not even after
  885. 29:34they've joined, at least for the first
  886. 29:36month or so. Uh
  887. 29:38many people outside the company believe
  888. 29:40that this is some kind of a PR trick. So
  889. 29:42you know people like me would come to
  890. 29:44conferences like this in the hope to
  891. 29:46talk about it and then it's attract
  892. 29:48talent to the to the company, but
  893. 29:50and and it's just a PR thing and it
  894. 29:52doesn't really isn't true. Um but
  895. 29:54but that's obviously not not the case
  896. 29:57and it wouldn't make any sense
  897. 29:59uh because people discover it very
  898. 30:00quickly when they when they would would
  899. 30:02join us. And it has happened to me like
  900. 30:04so often that you know, somebody comes
  901. 30:06in
  902. 30:06uh
  903. 30:07is with the roster for a couple of weeks
  904. 30:09and I meet that somebody at the coffee
  905. 30:10machine and and and that person goes,
  906. 30:12"Hey Ilkka, I have to confess you
  907. 30:14something that I actually didn't believe
  908. 30:16like this independence thing
  909. 30:18when when I joined, but I but now I've
  910. 30:20realized that it actually is is true."
  911. 30:23The other thing uh that is challenge for
  912. 30:25us that like outside looking in there's
  913. 30:27this misconception about the the the
  914. 30:29model. There are lots of people think
  915. 30:31that a Supercell is is somehow this just
  916. 30:34this small happy family where anybody
  917. 30:36can do whatever they want and not care
  918. 30:38about the the results. And that really
  919. 30:40isn't true at all actually. Um I mean,
  920. 30:43what actually keeps this whole thing
  921. 30:46together and act as a glue is this our
  922. 30:48very high quality bar. So, as I just
  923. 30:50said, you know, our goal is to create
  924. 30:52these games that people would play for
  925. 30:54years and years and years. And that's a
  926. 30:55very high bar as as you guys know. And
  927. 30:58and then if you combine that with a
  928. 30:59completely transparent information
  929. 31:02sharing, so every single team knows
  930. 31:04exactly how all the other teams are
  931. 31:06doing
  932. 31:07just because we share all the metrics to
  933. 31:09everybody in the company. And also these
  934. 31:11teams have to give updates to the rest
  935. 31:13of the company quite regularly. So, uh
  936. 31:15so and and it's very apparent like how
  937. 31:17the other teams are doing. So, so the
  938. 31:19combination of the high quality bar and
  939. 31:21that is very transparent
  940. 31:23makes it sort of a high performance
  941. 31:24organization where people really want to
  942. 31:26like always
  943. 31:27uh get to the bar and and and and even
  944. 31:30even higher.
  945. 31:31And and you know, as I said, like
  946. 31:32whatever doesn't meet the bar, it
  947. 31:34actually gets killed, which of course is
  948. 31:35always a hard hard decision.
  949. 31:38And and you know, like in our
  950. 31:39organization the fun part to talk about
  951. 31:41this always the independence thing. I
  952. 31:42mean, of course everybody wants to be a
  953. 31:44part of an independent team or small
  954. 31:46team that can do what they want. The
  955. 31:47harder part is to talk about the other
  956. 31:50side of the same coin, which is
  957. 31:52responsibility. And and the way we think
  958. 31:54about it that every single member of a
  959. 31:56team, they are responsible towards each
  960. 31:58other and to all the other
  961. 32:00Supercellians. And that's a that's a
  962. 32:01very very big responsibility. And and
  963. 32:04and it also means that in our in the our
  964. 32:07culture, we don't think that the
  965. 32:09the responsibility lies with the
  966. 32:11management. I mean, if there's a
  967. 32:13problem, we expect the teams themselves
  968. 32:15to do something about it and not become
  969. 32:17of a management to to to interfere.
  970. 32:21Uh
  971. 32:22And and and you know, that actually
  972. 32:23results in in in a lot of like killing
  973. 32:25decisions. So, like I mean, I I believe
  974. 32:27it's actually easier for people to kill
  975. 32:30their work if it's not working out then
  976. 32:32they can when they are in full control
  977. 32:33of that
  978. 32:34by by themselves and the decision is is
  979. 32:37is is theirs. So, um
  980. 32:39uh for example, I a guy called Jonathan
  981. 32:42um he I think he was here speaking like
  982. 32:442 years ago about a game called Smash
  983. 32:46Land, which he was the lead of and game
  984. 32:48that we dearly loved and and uh uh
  985. 32:51and and he was telling the story here in
  986. 32:53the same conference about how he they
  987. 32:56they uh typical Finnish way, even if
  988. 32:58Jonathan comes from New Zealand, I think
  989. 33:00they had a meeting in a sauna with the
  990. 33:02team and then they had uh and the game
  991. 33:04was in beta and it was almost reaching
  992. 33:06the beta metrics, but just almost, not
  993. 33:08quite.
  994. 33:09Uh and and they had had this show of
  995. 33:11hands that okay, like how many of the
  996. 33:13the people in the sauna believe that
  997. 33:15this is the best game they will ever do.
  998. 33:17And I think there was very little hands.
  999. 33:19Uh so, which in which and then they
  1000. 33:21decided in that evening to kill the
  1001. 33:23game. And then I think Jonathan sent
  1002. 33:25this email to everybody in the company
  1003. 33:27informing. And I remember that very well
  1004. 33:28because I happened to be traveling here
  1005. 33:30and I was checking my emails in the
  1006. 33:32morning. I said, "Okay, like they they
  1007. 33:33actually decided this game to kill this
  1008. 33:36game." And I I felt really sad about it
  1009. 33:38because one, I loved the game myself. I
  1010. 33:40I played it a lot and whenever I went to
  1011. 33:42home, I I I played it a lot with my
  1012. 33:45kids. And I said, "Okay, how I'm going
  1013. 33:46to how I'm going to explain it to this
  1014. 33:47to my kids?"
  1015. 33:48Uh two,
  1016. 33:50I felt really sad for the guys and for
  1017. 33:52the team. I know they had worked super
  1018. 33:54super hard for for that game and and
  1019. 33:57then they had to kill it. But then I
  1020. 33:58also felt very proud. Like I mean, just
  1021. 34:00think about like it's amazing that that
  1022. 34:02these people have like poured their
  1023. 34:04heart and soul to this game that
  1024. 34:05everybody in the company loves and it's
  1025. 34:07very close to these metrics
  1026. 34:09and yet they think that they can do
  1027. 34:11better and they kill it. So, I just felt
  1028. 34:12proud about the uh the the those guys uh
  1029. 34:16and and the team at at that time. And
  1030. 34:18you know, we do kill a lot of games and
  1031. 34:19we are known for that. So, between our
  1032. 34:21game number three and four, so between
  1033. 34:23Boom Beach and Clash Royale, I believe
  1034. 34:25we had developed 10 games to relatively
  1035. 34:28advanced state and we out of those 10 we
  1036. 34:30killed nine. And the one that
  1037. 34:32uh we didn't kill was was Clash Royale.
  1038. 34:34And and of course like killing games,
  1039. 34:36it's definitely not fun and failing is
  1040. 34:38not fun. Uh
  1041. 34:40but still like we
  1042. 34:41we've actually tried to take some
  1043. 34:42inspiration from Pixar. They they often
  1044. 34:45say that failure is an essential and
  1045. 34:48inevitable part of the creative process.
  1046. 34:50So, I mean like without failure, there
  1047. 34:52wouldn't be any hit games either. And
  1048. 34:54and you know, if you're not failing, it
  1049. 34:56just means that you're not your bar
  1050. 34:57isn't high enough and you're not taking
  1051. 34:59enough risk. And that's how we try to
  1052. 35:01think about it.
  1053. 35:02It doesn't make failing any any easier,
  1054. 35:04but but you know, that's the kind of a
  1055. 35:06the the
  1056. 35:07our way of thought about it.
  1057. 35:10Okay, um
  1058. 35:11um
  1059. 35:13I I want to like uh close my talking
  1060. 35:15about some of the learnings uh
  1061. 35:17uh that we had over the years and some
  1062. 35:19of the challenges uh
  1063. 35:22So, and this will sound self-evident,
  1064. 35:24but I still need to say it. Uh I mean,
  1065. 35:26this model is exactly as good or as bad
  1066. 35:31as the teams are. It it really is all
  1067. 35:33about the teams.
  1068. 35:35And and like from this perspective, it's
  1069. 35:37actually it's interesting. Like we
  1070. 35:38actually like originally when they
  1071. 35:40founded the company, we didn't say that
  1072. 35:42the best teams make the best games. We
  1073. 35:44said that the the best people make the
  1074. 35:46best games. And it took us like many
  1075. 35:48years to actually realize that actually
  1076. 35:50it's not about the people, it's it
  1077. 35:52really is about the teams. And and you
  1078. 35:54know, putting together like a great
  1079. 35:56teams is super hard. And and and to sort
  1080. 35:58of use a sports analogy, like what we
  1081. 36:00realized over the years is that the best
  1082. 36:02team, it's not necessarily the one with
  1083. 36:04the best individual players,
  1084. 36:07but the team that plays best together.
  1085. 36:09And and you know, putting together such
  1086. 36:11a team, like it's it's it's not easy and
  1087. 36:14I I don't know if there's even lots of
  1088. 36:16people have tried to put some science
  1089. 36:17around it, but but still at least in our
  1090. 36:19experience, the only way to really know
  1091. 36:21how the team is working, it's just to
  1092. 36:23put together the team and see how how
  1093. 36:24they work together.
  1094. 36:27Uh the other challenge is that you know,
  1095. 36:29I talked a lot about how we love the the
  1096. 36:31kind of small size of the teams.
  1097. 36:33And and and yes, there's a lot of great
  1098. 36:35things about it. When you have a small
  1099. 36:36team, you don't really need like any
  1100. 36:38layers of hierarchy in the team. You
  1101. 36:39don't need process, you know, everything
  1102. 36:41can be planned on a whiteboard. You need
  1103. 36:43very little meetings because everybody
  1104. 36:45can hear each other out. They're working
  1105. 36:47in the same room. You know, the the size
  1106. 36:49of our new games teams are like two to
  1107. 36:51seven people. Live games maybe 10 to 17
  1108. 36:54people um to give you guys an idea like
  1109. 36:56how small these teams are. And as I
  1110. 36:58said, we believe that the all of this
  1111. 37:00actually leads to better quality. And
  1112. 37:01it's a way more fun to work in in in a
  1113. 37:04smaller team.
  1114. 37:05Uh but it also creates challenges.
  1115. 37:08One really interesting challenge that we
  1116. 37:09actually didn't realize early on is that
  1117. 37:11it actually like for some people it it
  1118. 37:13can create a relatively stressful
  1119. 37:15environment. So, the combination of like
  1120. 37:17having a very high quality bar and then
  1121. 37:20this idea that there's like no it's only
  1122. 37:22about you because there are no
  1123. 37:24processes. It really is about only about
  1124. 37:26you and the team, of course.
  1125. 37:28Uh and then that combined with the small
  1126. 37:29team size, so you know, everybody
  1127. 37:31basically is designing a game and you
  1128. 37:32know, there are very little like
  1129. 37:33specialization like
  1130. 37:36uh in in the team. So, so that
  1131. 37:37combination like that can become
  1132. 37:39stressful. And you know, we've actually
  1133. 37:41done a quite a lot of work to like make
  1134. 37:43that stress go away, but that's a hard
  1135. 37:44thing to do.
  1136. 37:46And then the other um
  1137. 37:48thing that that is uh
  1138. 37:50a challenge for us and I don't think
  1139. 37:51we've like have been very good at
  1140. 37:53solving this so far is that how how do
  1141. 37:55we kind of create content fast enough
  1142. 37:56for our players given the small size of
  1143. 37:59the team?
  1144. 38:02Another a double-edged sword is is is
  1145. 38:05you know, this idea that you have very
  1146. 38:06little like visible structure. And
  1147. 38:08again, there's like tons of things that
  1148. 38:09we love about it, but the challenge that
  1149. 38:11comes is that the
  1150. 38:12uh
  1151. 38:13it sort of may it may seem
  1152. 38:16uh chaotic uh like especially early on
  1153. 38:18and and you know, we
  1154. 38:20had had have had a lot quite a learned
  1155. 38:22quite a lot of lessons for example about
  1156. 38:24onboarding. Like like
  1157. 38:26many years back, say 4 years back, it
  1158. 38:28was probably like a really difficult to
  1159. 38:30join Supercell because you would just
  1160. 38:31come in and somebody might in the best
  1161. 38:33case show where you there's your seat
  1162. 38:35and give you the laptop. And but then,
  1163. 38:36you know, when you're on your own. And
  1164. 38:38and and but then finally they realized
  1165. 38:40that they really have to invest to this
  1166. 38:41and now we are like way way way better
  1167. 38:44at at that. But you know, like
  1168. 38:47in certain uh
  1169. 38:48places you have to have structure and it
  1170. 38:50and it's especially important for the
  1171. 38:52for the new people.
  1172. 38:54Uh sometimes people ask I mean, we still
  1173. 38:56don't have any HR. So, we do have
  1174. 38:58recruiting and of course we have office
  1175. 39:00people and admin people, but we don't
  1176. 39:02have like HR people.
  1177. 39:04Uh and and people ask that if people and
  1178. 39:06the teams are so important to Supercell,
  1179. 39:08like why on earth don't you have HR
  1180. 39:11uh person um or somebody who's
  1181. 39:13responsible for HR? And my response
  1182. 39:16always is that well, that is exactly
  1183. 39:17because people are so important to us.
  1184. 39:19So, I don't believe that you can somehow
  1185. 39:21outsource HR to a third person. I mean,
  1186. 39:24we if there are any kind of HR issues,
  1187. 39:26we want them to be dealt with between
  1188. 39:27the lead and that person themselves. I
  1189. 39:29don't we don't want to have like a third
  1190. 39:31people
  1191. 39:32um uh
  1192. 39:34in involved there.
  1193. 39:35But it creates some challenges at at at
  1194. 39:37times.
  1195. 39:40Also, as I'm sure you've already figured
  1196. 39:42out, like it's almost impossible to
  1197. 39:44reach consensus in a culture like like
  1198. 39:47ours.
  1199. 39:48And and you know, like many of our
  1200. 39:50games, I would say most of our games, we
  1201. 39:52have like four four games have faced
  1202. 39:54like strong
  1203. 39:56kind of
  1204. 39:57I would call it almost like internal
  1205. 39:58opposition or people who have just like
  1206. 40:00disagreed
  1207. 40:02about the direction of the game and and
  1208. 40:04you know, have fought fought that we
  1209. 40:05shouldn't even be building this game in
  1210. 40:07the first place. And
  1211. 40:08just talk about Clash Royale and all the
  1212. 40:11twists and turns. The other example
  1213. 40:13could be a game called Boom Beach, which
  1214. 40:14was our game number three. I still
  1215. 40:16remember this meeting there, myself and
  1216. 40:19all the game leads. So, every leader of
  1217. 40:21a game team sat, including the lead of a
  1218. 40:23Boom Beach. And and and we had a like a
  1219. 40:27like very heated discussion about Boom
  1220. 40:29Beach and people were not happy about it
  1221. 40:30at the time. And then we like again had
  1222. 40:33a show of hands that okay, how many
  1223. 40:34people believe that this game should be
  1224. 40:36killed? And every single person in that
  1225. 40:39room, with the exception of the Boom
  1226. 40:41Beach lead, wanted to kill that game.
  1227. 40:44And then we we had this really
  1228. 40:45interesting discussion that okay, like
  1229. 40:47like all of us except you, like all of
  1230. 40:50us we want to kill this game and we
  1231. 40:51don't believe in it. But then again,
  1232. 40:53like if we now kill it, like at the same
  1233. 40:56time, not only do we kill the game, but
  1234. 40:57we will also kill the culture. Because I
  1235. 40:59mean, after that, you know, we couldn't
  1236. 41:01say that Supercell is all about these
  1237. 41:03small and independent teams who like are
  1238. 41:05responsible.
  1239. 41:06And if we make the this decision to kill
  1240. 41:09this game, all of a sudden the
  1241. 41:10responsibility is not with the team
  1242. 41:12anymore, it shifts to us. Because then
  1243. 41:14it would be us who who who make the make
  1244. 41:17the call. And then, you know, we we
  1245. 41:19decided that okay, out of these two
  1246. 41:20options, like we are still we are here
  1247. 41:24in for the long term and culture is so
  1248. 41:25important. So, you know, you guys should
  1249. 41:27just do the game. And then again,
  1250. 41:29thankfully they did and it's it's it's
  1251. 41:30been a big big hit for us.
  1252. 41:33So, we start try to like
  1253. 41:37and we borrowed this from Jeff Bezos
  1254. 41:39from Amazon this phrase that disagree
  1255. 41:41and commit. But you know, like we try to
  1256. 41:43like enforce this idea that even if you
  1257. 41:45disagree, you can still sort of stand
  1258. 41:48behind the decision. And and you know,
  1259. 41:50and and the reason why you can stand
  1260. 41:52behind the decision is that you trust
  1261. 41:55the team who has made that decision,
  1262. 41:56even if you disagree.
  1263. 41:58So, so that's that's how we can think
  1264. 42:00about it these days. But still we have
  1265. 42:02these heated discussions and and I think
  1266. 42:04they're really good and and essential
  1267. 42:05part of the the culture.
  1268. 42:09The last learning is is this one.
  1269. 42:12Uh
  1270. 42:13It it really is interesting, but this
  1271. 42:15traditional approach and which and by
  1272. 42:17traditional approach I
  1273. 42:20I'm talking about stuff like top desire
  1274. 42:22to do like top-down management, desire
  1275. 42:24to control stuff like from outside the
  1276. 42:26team,
  1277. 42:27desire to create rules and processes and
  1278. 42:30and you know, all the stuff that I just
  1279. 42:31talked about. It's it's almost like
  1280. 42:33gravity. Like you know, it it sort of it
  1281. 42:36pulls you like all the time like towards
  1282. 42:38it and and you have to like almost fight
  1283. 42:41back like every single day that it
  1284. 42:43doesn't happen. And it happens in in in
  1285. 42:45in all kinds of
  1286. 42:47situations. And
  1287. 42:49and and and the interesting thing is
  1288. 42:51that
  1289. 42:52that like fighting this it gets harder
  1290. 42:56and harder the more successful you are.
  1291. 42:59And and like for example, in our case,
  1292. 43:01like the more successful we become,
  1293. 43:03because we've obviously been like
  1294. 43:04ridiculously lucky like in in with our
  1295. 43:07four games.
  1296. 43:08But the more successful these games have
  1297. 43:10become, like there's always like there's
  1298. 43:12some kind of pressure and natural kind
  1299. 43:14of instinct to do even more stuff and
  1300. 43:16grow the team sizes. And there all kinds
  1301. 43:18of opportunities that you say no to need
  1302. 43:20to say no to. And and and we have to
  1303. 43:22really like like push ourselves to be be
  1304. 43:25always like saying no to all kinds of
  1305. 43:26things so that we could stay laser
  1306. 43:28focused on the on the games.
  1307. 43:31Also, what's even even harder is that
  1308. 43:33you know, it's easy to talk about this
  1309. 43:35stuff when things are going well. But
  1310. 43:37when things aren't going well, it's it's
  1311. 43:40it's way harder. Because there's this
  1312. 43:42like thing that comes to you that that
  1313. 43:44this kind of pressure to kind of get the
  1314. 43:46control back from the teams and give it
  1315. 43:48to some other people. There will be
  1316. 43:50people who will say that okay, we'll
  1317. 43:51we'll come and we'll fix it for this for
  1318. 43:53you. And and and you know, lots of like
  1319. 43:55opinionated people as as I guess most of
  1320. 43:57the great game developers are. So,
  1321. 43:59there's really strong opinions.
  1322. 44:01And and it's it's it's and we really
  1323. 44:03have to fight
  1324. 44:05strongly against this this idea that for
  1325. 44:07example, there are like some some really
  1326. 44:09really great people in the organization
  1327. 44:11who've done a great great work hit games
  1328. 44:14before. And if they feel strongly about
  1329. 44:16the game that they are not part of, like
  1330. 44:18who gets to decide? And we've always
  1331. 44:20taken the kind of side of the team. And
  1332. 44:22and and we've tried to resist the
  1333. 44:24temptation to give like control to some
  1334. 44:27people outside the team. But it's a
  1335. 44:28discussion that that we have like
  1336. 44:30surprisingly often. And and and as I
  1337. 44:32said, you know, it gets even harder when
  1338. 44:34things aren't going that well.
  1339. 44:36Also, like you you really have to like
  1340. 44:38uh
  1341. 44:39be strong in in this situation where the
  1342. 44:41rest of the organization like completely
  1343. 44:44disagrees with the team. And then you
  1344. 44:46somehow you have to create an
  1345. 44:47environment where first of all, like
  1346. 44:50we we believe that ideas get much better
  1347. 44:52when they're challenged. So, you on one
  1348. 44:54hand you really want to facilitate that
  1349. 44:56type of really honest, even brutally
  1350. 44:58honest feedback. But at the same time
  1351. 45:00you have to be very clear that nobody,
  1352. 45:03like nobody outside the team, has any
  1353. 45:06authority over the game. It really is
  1354. 45:07the team's decision, like whether you
  1355. 45:10you like it or not. And and you know,
  1356. 45:12like and it's interesting like uh
  1357. 45:14this is the same case with almost all of
  1358. 45:17our games. And even Brawl Stars, which
  1359. 45:18is currently in beta, it's it's the
  1360. 45:19latest example. So, lots of people at
  1361. 45:21Supercell
  1362. 45:23thought didn't like the controls, they
  1363. 45:25didn't like the art style, they maybe
  1364. 45:26even didn't like the game genre. They
  1365. 45:28don't believe that this type of like
  1366. 45:29twitchy action game even belongs to
  1367. 45:31mobile. But yet, you know, the team like
  1368. 45:35like really really believes believes in
  1369. 45:38the in in the game. And of course, like
  1370. 45:40it's according it's in our culture to
  1371. 45:42like give them the possibility
  1372. 45:44to to create the game, put it out and
  1373. 45:46work with the players to to make it a
  1374. 45:48success.
  1375. 45:50And we really like we try to create this
  1376. 45:52environment where you don't ever need to
  1377. 45:54create the proposal about about
  1378. 45:56anything. I mean, you can just do it.
  1379. 45:59And and you know, we just think that
  1380. 46:00that
  1381. 46:01in our culture where nobody like
  1382. 46:03hopefully creates any kind of internal
  1383. 46:05proposals about anything. I mean, the
  1384. 46:07the minute somebody like proposes to do
  1385. 46:09a proposal, I think no, no, you don't I
  1386. 46:10don't need to see it. I mean, here's my
  1387. 46:11feedback and and you just do it and and
  1388. 46:13prove that it works. And you know,
  1389. 46:15sometimes it works, sometimes it
  1390. 46:16doesn't. And if it doesn't, that's fine.
  1391. 46:20Uh
  1392. 46:21And and then like the the last thing I
  1393. 46:23want to say about this that that it also
  1394. 46:25gets harder in case of mistakes. So, say
  1395. 46:27that there was a big failure or we do a
  1396. 46:28big mistake. And you know, we do many
  1397. 46:30failures. We do failures we fail all all
  1398. 46:32the time. Uh and and then I I think it's
  1399. 46:35as I said, it's an essential part of the
  1400. 46:37creative process. But then the the
  1401. 46:39natural human
  1402. 46:41kind of instinct in case of failures and
  1403. 46:43in mistakes is to but okay, let's not do
  1404. 46:46this again. Let's create this rule or
  1405. 46:49process that will prevent this from
  1406. 46:50happening again. And and and we always
  1407. 46:53have to remind ourselves that hey, like
  1408. 46:56people like let's remember like the the
  1409. 46:58kind of foundation of the company. Like
  1410. 47:00instead of rules, we believe in trusting
  1411. 47:03the people and their common sense. And
  1412. 47:05and you know, like the more we grow,
  1413. 47:06actually actually the less rules we
  1414. 47:08should have as a as a company. But
  1415. 47:10again, there's like this temptation
  1416. 47:12always to to to take take that path.
  1417. 47:18So, I want to close by by saying two two
  1418. 47:21things really.
  1419. 47:22The first one is that I want to
  1420. 47:24emphasize that despite everything that I
  1421. 47:26just said, I mean,
  1422. 47:28culture has not created our our four hit
  1423. 47:31games. I mean, all the credit it it
  1424. 47:34really does belong to the teams behind
  1425. 47:36these games. And and culture has been an
  1426. 47:39enabler at at most. And it it really is
  1427. 47:41all about the teams. And for example,
  1428. 47:44the story about Clash Royale that I just
  1429. 47:46told you, I mean, that would not have
  1430. 47:49happened without those people, those
  1431. 47:51amazing people who were part of the
  1432. 47:53journey and contributed to the to the
  1433. 47:55game. And again, the role of the culture
  1434. 47:57is just to enable these people and
  1435. 48:00enable these teams to do exactly that.
  1436. 48:03And then of course, there's always that
  1437. 48:05element of of luck that it's related to
  1438. 48:07timing that's in in in the play.
  1439. 48:10The other thing I wanted to say is that
  1440. 48:12that like how we start how I personally
  1441. 48:15start have start to think about culture
  1442. 48:16is that it's almost like how I'd like to
  1443. 48:18think about our games. So, I believe
  1444. 48:22that our games should be getting better
  1445. 48:24like every single month. And as I said,
  1446. 48:26our dream is that people will play this
  1447. 48:28play our games after years, if not after
  1448. 48:30after decades. And and in the and and
  1449. 48:33sort of in in a way our games are never
  1450. 48:35complete. And in a very same way, I
  1451. 48:37believe that culture is never complete
  1452. 48:40either. Like it it can always evolve and
  1453. 48:42it can and it should get better. And I
  1454. 48:45think we are a good example. So, like
  1455. 48:46our culture has evolved
  1456. 48:48on on many different
  1457. 48:50respects and I I do believe it it it it
  1458. 48:52is getting better. It can and it has to
  1459. 48:54get better over the over years.
  1460. 48:57Okay,
  1461. 48:59that was it. As I said in the beginning,
  1462. 49:00I hope you got some new ideas, at least
  1463. 49:03some of you got some new ideas out of
  1464. 49:05this this talk. Thank you very much.
  1465. 49:17I think we have time for for a few
  1466. 49:18questions.
  1467. 49:25Hello. Yes. Hi. Hi again, Ilkka.
  1468. 49:28Um
  1469. 49:29I had the privilege of working with
  1470. 49:31Ilkka along with I mean
  1471. 49:32at Digital Chocolate. He indeed gave his
  1472. 49:35best to
  1473. 49:37make it a good place and uh
  1474. 49:39uh uh I think at Supercell you have
  1475. 49:41innovated
  1476. 49:43team structures in a different way
  1477. 49:45compared to how we were operating at
  1478. 49:46Digital Chocolate and you've seen
  1479. 49:47excellent results. Congratulations on
  1480. 49:49that.
  1481. 49:50So, my question is at Digital Chocolate
  1482. 49:52while you were making dozens of game,
  1483. 49:55Supercell
  1484. 49:56you made very few of them. So, why was
  1485. 49:58the shift from many to few?
  1486. 50:01Well, I I I I think like the thing that
  1487. 50:03I've learned the very hard way over the
  1488. 50:05years and and I think many people like
  1489. 50:06who've been part of these companies is
  1490. 50:08the importance of focus. I mean, games
  1491. 50:11is such a competitive industry where so
  1492. 50:13many smart people, so many smart
  1493. 50:15companies that and and you know, we are
  1494. 50:17a small company. So, you can only do a
  1495. 50:18very small small amount of things if you
  1496. 50:21if you want to do them at at the kind
  1497. 50:23best of your abilities. So, it it just
  1498. 50:26believe that it's it's about focus and
  1499. 50:27and you know, focus and quality they
  1500. 50:29just go hand in hand.
  1501. 50:31Thank you. Thanks.
  1502. 50:35Hi.
  1503. 50:36Uh yes, so you talked a lot about you
  1504. 50:39know, the structure in terms of the
  1505. 50:42game designers and the developers. What
  1506. 50:45about the ancillary people that we might
  1507. 50:47have? Let's say the marketing teams or
  1508. 50:49the technical infrastructure teams
  1509. 50:52you know, the IT and stuff. So, is that
  1510. 50:55shared among the teams or is that also
  1511. 50:57you know, each team kind of has to deal
  1512. 50:59with that? That's that's a great
  1513. 51:01question and that's exactly that's an
  1514. 51:02area where our I think our culture has
  1515. 51:04evolved quite a bit. So, obviously like
  1516. 51:05when we started there was a six of us
  1517. 51:08and five of the six were game developers
  1518. 51:11and again I was the only one who wasn't.
  1519. 51:14And and and and you know, like the the
  1520. 51:15the whole idea started from like
  1521. 51:17thinking about game developers only. But
  1522. 51:19then like then when the model like start
  1523. 51:21to work out pretty well like like when
  1524. 51:23we we thought that okay, why wouldn't we
  1525. 51:24take this idea and apply it to some
  1526. 51:26other teams as well. But it really
  1527. 51:28depends like on the
  1528. 51:30area of business how it works well. It's
  1529. 51:32like
  1530. 51:33and and it is important for us still
  1531. 51:34have the game teams are at the
  1532. 51:36at the center of the company and they
  1533. 51:38sort of like set the pace for the
  1534. 51:39company cuz we want the company to be
  1535. 51:41kind of led by the creative people. But
  1536. 51:44then like for example in the case of
  1537. 51:45marketing like
  1538. 51:47I would say that that our marketing
  1539. 51:50teams they operate very independently,
  1540. 51:52of course. And they're still trying to
  1541. 51:53figure out like what's the best way for
  1542. 51:55this team to be independent enough, but
  1543. 51:57yet of course you need to link them
  1544. 51:59somehow with the game teams because the
  1545. 52:00marketing needs to kind of
  1546. 52:03communicate the
  1547. 52:06the vision of the game to the players so
  1548. 52:07that it's actually in line with the game
  1549. 52:09is is about. So, how do you kind of
  1550. 52:11combine these two things and and and
  1551. 52:13we've done all kinds of different
  1552. 52:14experiments and I think we're we're
  1553. 52:16still learning. But I would say that the
  1554. 52:18goal always at Supercell Supercell is
  1555. 52:20that we we we'd like to all of these
  1556. 52:23teams to fall into this idea of like
  1557. 52:25independence and
  1558. 52:26and responsibility. But but there are
  1559. 52:28like differences how how these teams
  1560. 52:30have implemented it depending on which
  1561. 52:33areas of the business they they are.
  1562. 52:35Okay, thank you.
  1563. 52:36I'm curious about the transition
  1564. 52:39of the old structure to the new
  1565. 52:40structure and
  1566. 52:43I guess the the shift in mindset needed
  1567. 52:45by everyone, but especially in managers.
  1568. 52:48So, how did you deal with that and what
  1569. 52:50did you do when people in management
  1570. 52:52positions didn't want to lose control?
  1571. 52:56Well, of course this is a this is a a a
  1572. 52:59different company. Of course some of the
  1573. 53:00same same people, but I I think it's a
  1574. 53:04like
  1575. 53:05combination of like like you know, just
  1576. 53:07having more experience. The actually
  1577. 53:09interesting thing is that I've actually
  1578. 53:10spent I've still spent most of my career
  1579. 53:13in the previous company. So, Sum and
  1580. 53:15Digital Chocolate combined was 10 years
  1581. 53:17of
  1582. 53:17of my life and and now Supercell I think
  1583. 53:19we're getting closer to what is 8 years
  1584. 53:22now. So, I've been at less less time at
  1585. 53:24at Supercell, but you know, like I
  1586. 53:27I believe that those
  1587. 53:28those years have just taught us so so
  1588. 53:30much how to do things and and and maybe
  1589. 53:33maybe also like how how not to do do
  1590. 53:36some things. And and but you're right
  1591. 53:38like the kind of be the the mental shift
  1592. 53:41that has to happen is that you have to
  1593. 53:42like let go. You have to be like you
  1594. 53:45have to like completely trust the these
  1595. 53:48people and and and these teams. And and
  1596. 53:50and as I said it's an easy thing to talk
  1597. 53:52about when things are going well and
  1598. 53:54it's way harder where where when things
  1599. 53:55aren't going that well. But you know,
  1600. 53:57but I think there's like enough of
  1601. 53:58critical mass of people at Supercell and
  1602. 54:01and and definitely not just the
  1603. 54:02management. We have a very small
  1604. 54:04management team and and we don't even
  1605. 54:06call it that that way, but but it
  1606. 54:07there's so many
  1607. 54:09Supercellians at the company who like
  1608. 54:11seen how this model can work and I and I
  1609. 54:13think we all the Supercellians do a
  1610. 54:15great job of keeping each other like
  1611. 54:17honest about it. So, if and and we we
  1612. 54:19often say that that if you see something
  1613. 54:21at Supercell that it's not in line with
  1614. 54:23our values and culture, it's your
  1615. 54:26responsibility to speak up and and trust
  1616. 54:28me like people do speak up if there's if
  1617. 54:31they see that something is wrong. Thank
  1618. 54:33you.
  1619. 54:34Yeah, hi. Uh
  1620. 54:37being the least powerful CEO that like
  1621. 54:39that is your aim. So, like what what
  1622. 54:41forms your day like what is your
  1623. 54:42day-to-day schedule? And like what are
  1624. 54:45your
  1625. 54:46you know, like what are what is your
  1626. 54:47vision? Like what do you wish to do?
  1627. 54:49Yeah, so what do you say that I actually
  1628. 54:50do? That's that's funny. I actually was
  1629. 54:52just asked about that question not not
  1630. 54:54long ago.
  1631. 54:55And I really had to think about it. So,
  1632. 54:57what do you say that I do? But
  1633. 54:59so, I I I try to spend most of my time
  1634. 55:01with in the people related things and
  1635. 55:03and uh
  1636. 55:04uh so, I
  1637. 55:06I still interview like every single new
  1638. 55:09employee
  1639. 55:10that comes to the company like no matter
  1640. 55:11what is the position. Uh
  1641. 55:14so, I spend time with with recruitment.
  1642. 55:16I I I do spend time with with all the
  1643. 55:18team leads. Uh
  1644. 55:20And then like of course everything that
  1645. 55:22is somehow
  1646. 55:23related to culture like at some point it
  1647. 55:25will end up in on my desk even though I
  1648. 55:27I firmly believe that you know, but it's
  1649. 55:29not it it obviously isn't not my culture
  1650. 55:32and it's not my responsibility. It's
  1651. 55:34everybody's culture and everybody is
  1652. 55:35responsible for it. But I
  1653. 55:37it's my job to sort of somehow like
  1654. 55:39summarize it for everybody and figure
  1655. 55:40out what the culture is and and kind of
  1656. 55:42keep on like telling telling that
  1657. 55:44message.
  1658. 55:45And then there's like lots of like not
  1659. 55:47like very sort of just boring
  1660. 55:49administrative stuff. So, like for
  1661. 55:51example like everything that is related
  1662. 55:53to like everybody in the company like
  1663. 55:54stuff like you know, compensations and
  1664. 55:56all these things. I mean, thank god they
  1665. 55:58don't do any annual performance reviews
  1666. 56:00or anything like
  1667. 56:01that you know, those used to take too
  1668. 56:03much of our time and like in the
  1669. 56:04previous company added like no value
  1670. 56:06whatsoever. But so, we don't do that
  1671. 56:08type of stuff.
  1672. 56:09But you know, like there are certain
  1673. 56:11things like for example the compensation
  1674. 56:12review which is
  1675. 56:14you know, very much like on on on my
  1676. 56:16desk and which I think is important. Of
  1677. 56:17course I feel it's very important to
  1678. 56:19make sure that people are compensated
  1679. 56:20fairly. It's combination of those type
  1680. 56:23of things. Thank you.
  1681. 56:25I'll I'll have
  1682. 56:27Thank you for sharing the insight.
  1683. 56:29Actually, I've been working with
  1684. 56:31a very big Chinese game developer and uh
  1685. 56:34Um so, this is more like a question
  1686. 56:36let's say from our president. So, let's
  1687. 56:38say we have a super independent super
  1688. 56:41editing who can make all the decision
  1689. 56:44and execution.
  1690. 56:46And there is a way like say if they if
  1691. 56:48we can do it here, we can do it
  1692. 56:50anywhere. So, what do you think would be
  1693. 56:52you know, the potential risk that the
  1694. 56:55team might go like like really
  1695. 56:57independent like over independent
  1696. 56:59somehow. How I can like convince let's
  1697. 57:02say our president to give us the you
  1698. 57:04know, the the power you know, like being
  1699. 57:07a cell?
  1700. 57:08That's a great question. I mean, then
  1701. 57:11a long time ago when we actually had to
  1702. 57:13had to raise money and and had to be
  1703. 57:15dealing with venture capitalists. But
  1704. 57:16actually was always the question when
  1705. 57:18they were doing that like how why don't
  1706. 57:20these guys like just leave and you know,
  1707. 57:22set up their own companies? And I told
  1708. 57:23them that that if they do that I mean if
  1709. 57:26they feel like that that you know,
  1710. 57:27that's the if that's the best place for
  1711. 57:29them to develop the best games, that is
  1712. 57:31exactly what they should do. And you
  1713. 57:32know, like the way I think about it is
  1714. 57:34that it's just like we need to make sure
  1715. 57:37that Supercell is the best place for
  1716. 57:39these people and for these teams to
  1717. 57:42to create the best games. And as long as
  1718. 57:44we
  1719. 57:46as long as we we are successful in that
  1720. 57:48then you know, everything else will kind
  1721. 57:50of take care of of themselves. And if if
  1722. 57:52you're not successful then obviously
  1723. 57:53these people will leave
  1724. 57:55if the environment isn't great enough.
  1725. 57:57So,
  1726. 57:58but you know, we and we we we we do talk
  1727. 58:00about this this this
  1728. 58:02quite a quite a bit and and really like
  1729. 58:05idea I'd like to
  1730. 58:06think the way I think about the
  1731. 58:07Supercell structure that ideally it
  1732. 58:10would
  1733. 58:10combine the best of two worlds. So, you
  1734. 58:13can work in a very small independent
  1735. 58:16almost like startup within a startup and
  1736. 58:19you can do your own thing. But then of
  1737. 58:20course you get sort of the job security
  1738. 58:22and and some of the other benefits that
  1739. 58:24are part of being a bigger company and
  1740. 58:26and and you can
  1741. 58:27you just have more resources. I mean, we
  1742. 58:29can do
  1743. 58:30the reason why I believe it's more fun
  1744. 58:32to work at Supercell today than it was
  1745. 58:35like 6 years ago is that today we can
  1746. 58:36just you know, do much bigger things
  1747. 58:39just you know, because of the resources
  1748. 58:41that we have available for us and we can
  1749. 58:42run after much bigger dreams and that's
  1750. 58:44exciting for me.
  1751. 58:46Thank you.
  1752. 58:48Maybe we have time for one more.
  1753. 58:50Yeah, can I ask?
  1754. 58:52Um so, teams very important obviously.
  1755. 58:55Could you talk about how you form them?
  1756. 58:57How they change over time? Do they
  1757. 58:59change once the game goes live? Like how
  1758. 59:02do how you manage the composition of
  1759. 59:04them?
  1760. 59:05Uh so, it it it's really is a group
  1761. 59:06effort. So, what we do is that
  1762. 59:09and big part of my job is that I I meet
  1763. 59:13let's limit the discussion to these
  1764. 59:14these game teams. So, I I meet with the
  1765. 59:16game leads. These are people who lead
  1766. 59:18the game teams every single week. So,
  1767. 59:21and and that's actually the only regular
  1768. 59:22meeting that we have by the way. But we
  1769. 59:24have this 1-hour meeting and we just
  1770. 59:26meet usually like without any agenda and
  1771. 59:28we just talk about the teams most of the
  1772. 59:30time. We don't make any decisions
  1773. 59:32regarding the games. We never talk talk
  1774. 59:34about like I mean of course if somebody
  1775. 59:36needs an advice they might raise up the
  1776. 59:39question in that meeting but most of the
  1777. 59:40most of the time we talk about the teams
  1778. 59:42and you know like maybe a team needs
  1779. 59:44help in a certain area and and can
  1780. 59:46somebody like move from this team to
  1781. 59:47that team and you know those type of
  1782. 59:49things and
  1783. 59:50and I wish there was like more science
  1784. 59:52or a process to it I mean because that's
  1785. 59:54the hardest part of our job is to create
  1786. 59:57great teams and and ultimately the only
  1787. 59:59way to really figure it out is
  1788. 1:00:01whether a team is is is working is just
  1789. 1:00:03to put it together and see how it works
  1790. 1:00:04out and then if it doesn't then you can
  1791. 1:00:06make changes. Cool. Thanks. All right.
  1792. 1:00:08Okay. Thank you again.

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