The Cell Structure: How Supercell Turned the Traditional Org-Chart Upside Down — Transcript
Full transcript
- 0:05Hello. Uh good morning.
- 0:08Thank you all for coming. I I know it's
- 0:10it's quite early.
- 0:12So, my name is Ilkka. I'm from a company
- 0:14called Supercell and I will talk today
- 0:17about the way that we are organized. Um
- 0:21uh which we call the cell structure.
- 0:24But before I begin, I I want to
- 0:26emphasize that, you know, I'm not here
- 0:28today to tell you that or trying to
- 0:30convince you that this would somehow be
- 0:32the right culture or or the best
- 0:34culture.
- 0:35Uh obviously, it has worked out very
- 0:38well for us, but I believe I'm a firm
- 0:40believer that every company should have
- 0:42their own unique culture, which is like
- 0:45of course designed
- 0:46uh that company in mind.
- 0:49So, instead, my goal today and my sort
- 0:51of a hope is that that at least some of
- 0:53you guys would walk away from this room
- 0:55with maybe one or two new ideas how you
- 0:57can make
- 0:58your organization uh better and the
- 1:00culture culture better.
- 1:04So, I wanted to begin with a story about
- 1:07one of our our games.
- 1:09So, I think it was almost exactly um
- 1:136 years ago. I remember it quite well.
- 1:15We were in in this meeting room uh
- 1:19with most of the Supercellians at at the
- 1:21time and we were talking about new game
- 1:23ideas. So, at that time
- 1:26we had plans to release a couple of
- 1:27games that year, but we had no idea
- 1:30whether those games would be successful
- 1:32and and at that point like none of our
- 1:34games had been successful. So, we kind
- 1:36of we felt that we good to have like
- 1:38some game ideas in our back pocket.
- 1:41And
- 1:42one of the the ideas that was presented
- 1:44by this guy called Jon who presented his
- 1:47prototype which he called the Summoner
- 1:49and that that game essentially was a
- 1:51kind of real-time PvP game.
- 1:54And I remember people like really liking
- 1:56the prototype, but then like lots of
- 1:58concerns were expressed as well. And I
- 2:00remember myself for example saying that,
- 2:03you know, I just love what you've done
- 2:04here, but
- 2:05I just don't believe real-time PvP games
- 2:08would work on mobile. I wish it was
- 2:10asynchronous or something along those
- 2:11lines. And
- 2:13uh
- 2:13and and so this is like 6 years ago.
- 2:16And I remember that
- 2:17like uh
- 2:18when if you fast forward a couple of
- 2:20months from that moment, then the
- 2:21actually we we did get very lucky, but
- 2:23but our games Hay Day and Clash of Clans
- 2:25actually became relatively successful
- 2:27and and and we had all of our developers
- 2:29start with those two games. So, then we
- 2:31actually didn't have time to pursue any
- 2:32of the ideas that were presented in in
- 2:34that meeting.
- 2:36But then a couple of years went went by
- 2:39and and and and two other Supercell
- 2:41people Nikko and and Visa,
- 2:44they needed a game idea and they sort of
- 2:46remembered the Summoner prototype that
- 2:47was presented at that time. And they
- 2:49sort of picked it up and they were
- 2:51inspired about it and and they just
- 2:53created their own version of it and it
- 2:55was still was a real-time PvP game on on
- 2:59on on mobile. And again, there was sort
- 3:01of the same skepticism that was around
- 3:03the around the game.
- 3:06Uh but but despite that, they kind of
- 3:08pushed
- 3:09further and and and I even remember this
- 3:11moment with those two that we had a
- 3:13meeting and they came to me and said
- 3:14that they feel like like killing the
- 3:16game. And and I asked like so why why is
- 3:18that? And they said that well, she
- 3:20doesn't see that that many people
- 3:21believe in it. But then I asked that do
- 3:23you guys believe in it? And they said
- 3:24yes. And then I encouraged them to
- 3:26continue and and thankfully then they
- 3:28did. And but then like slowly but surely
- 3:31like
- 3:32like a group of like enthusiasts started
- 3:34to form around this game.
- 3:37But at some point the project um
- 3:39ran into some difficulties and and then
- 3:41Nikko decided that maybe like somebody
- 3:43else should lead this project. And then
- 3:45there was this guy Lasse
- 3:47who who was super super excited what had
- 3:49been done.
- 3:50But the only issue was that he believed
- 3:53that that the game should actually be
- 3:54like reworked completely and maybe they
- 3:57should go back to square one and and
- 3:58build it one more time. And and and on
- 4:01top of that, the team had the idea that
- 4:03instead of the IP that had been planned
- 4:05for this game
- 4:06code named Scroll,
- 4:07we should actually use the Clash of
- 4:09Clans IP. And you can just imagine like
- 4:11the amount of resistance from the people
- 4:14who had been originally involved with
- 4:16that game. And of course, Clash of Clans
- 4:18at that time was was our most valuable
- 4:20IP, so it was a big call. But you know,
- 4:23Lasse and the team didn't really care
- 4:24about the resistance. They just went on
- 4:26and and decided to do exactly that. And
- 4:29and what's interesting to me is that
- 4:31that even still a few months before the
- 4:33beta,
- 4:34there was quite a lot of people who
- 4:36thought that, you know, just doing this
- 4:37pure
- 4:39uh
- 4:39real-time PvP game, it's going to be
- 4:41like a really difficult thing to pull
- 4:43off on mobile. But but again, Lasse and
- 4:46and the team, they didn't care and and
- 4:47they just powered through and and
- 4:49released it on beta and and then
- 4:51that game is is is Clash Royale and and
- 4:54and obviously it was pretty pretty
- 4:55successful like from the launch.
- 4:58But then the story continues. So, fast
- 5:00forward again maybe 3 4 months from the
- 5:03launch and and we actually start to face
- 5:06some issues with the community. So, they
- 5:08were not happy with how the game worked.
- 5:10We had an issue like um
- 5:12uh what it was known as a trophy
- 5:14threshold. So, it had to do like with
- 5:16the progress of the players in the game.
- 5:18Uh players weren't happy about that for
- 5:20a good reason. It wasn't a good
- 5:21experience once you get it to a certain
- 5:23point in the game. And then what what
- 5:25really pissed our players off was this
- 5:27thing known as emotes in the in the
- 5:30game. So, what you can do in the game is
- 5:32that in your
- 5:33you can send emotes to your opponents.
- 5:35Um and and and lots of players were sort
- 5:37of using that to to basically irritate
- 5:39the the losing player and that really
- 5:41drove some of players like completely
- 5:43mad. And those complaints had been there
- 5:45from the very beginning, but the team
- 5:47the original team always thought that,
- 5:49you know, like this is part of the game.
- 5:51This is the soul of the game. It's a PvP
- 5:52game. So, we are not going to change it.
- 5:56But then
- 5:57Lasse wanted to do some other things and
- 5:58and and and and then a guy called
- 6:00Jonathan came
- 6:01and and and he he started to lead the
- 6:03team and there were some other changes.
- 6:05Uh and
- 6:07despite the fact that the all the
- 6:09original creators thought that this was
- 6:11this these emotes are an essential part
- 6:13of the game, they decided to make a call
- 6:16uh
- 6:17to enable the players to mute these
- 6:19emotes. And that of course like most
- 6:21many of the original team members like
- 6:23thought it was absolutely wrong. But
- 6:24yet, they did it. Uh and and because of
- 6:27that and and most of all because of some
- 6:29of the other changes that they had made
- 6:31to the progression of the game, the game
- 6:32started to grow quite quite quickly for
- 6:34the next 6 months and it is still at a
- 6:36very good place place today.
- 6:40So, um
- 6:41I think this story as a whole is a
- 6:43really great example how of our
- 6:44organization works about in good and
- 6:47bad. And and and it's a good example of
- 6:49our culture. And and but I don't think
- 6:51it's a good example of our culture. I'm
- 6:53not telling it because the game
- 6:55eventually was was successful. I'm
- 6:57telling it that, you know,
- 6:59this game game game together despite uh
- 7:03the fact that lots of people in the
- 7:04organization disagreed what was about to
- 7:06be done like starting from the CEO, uh
- 7:10many of the founders and many other
- 7:12uh sort of a people in the in the
- 7:14organization. But yet, somehow the game
- 7:16progressed and it was released and and
- 7:17and and was
- 7:19uh we were lucky in in a way that it it
- 7:20was successful.
- 7:22So, today I will talk about this this
- 7:25culture and and really like um trying to
- 7:27like tell you guys like what we have
- 7:28found out that what works well and then
- 7:30also like what what hasn't worked and
- 7:31what the challenges have been. And more
- 7:33than anything like what we have learned
- 7:35throughout these these years.
- 7:37But before I actually get into the
- 7:39actual culture and how it works, I want
- 7:40to tell a bit about like what actually
- 7:42led to the creation of it.
- 7:45So, so first of all,
- 7:47a bit about my background. So,
- 7:48unfortunately, I'm not the game
- 7:50developer. I I haven't developed any of
- 7:53our games and none of them have been my
- 7:55ideas. So, I can't take any credit for
- 7:57for the games.
- 7:58And even if I have always loved games
- 8:01and have been a big gamer,
- 8:02I actually ended up being part of the
- 8:04game industry just by an accident.
- 8:07And it's it's funny to think this, but
- 8:08originally actually I for whatever
- 8:10reason I wanted to be an when I went to
- 8:12the university, I wanted to be an
- 8:13investment banker or management
- 8:15consultant. Until today, I know don't
- 8:17know why. I'm sure I'm very happy it
- 8:19didn't happen eventually.
- 8:21Um and the reason why it didn't happen
- 8:23is that I got really excited about the
- 8:24entrepreneurship at some point and and
- 8:27and I was lucky enough that I bumped
- 8:29into this group of people and they
- 8:30wanted to found their own game company.
- 8:33Uh and it and it just happened to be a
- 8:35game company. It could have been any
- 8:36other company like from my point of
- 8:37view. But these guys wanted to do games
- 8:39and they were all game developers.
- 8:42But none of them were like interested in
- 8:44in in doing any kind of
- 8:45or handling any of the commercial or the
- 8:47business side of the of of running a
- 8:50business. And and they they couldn't
- 8:52afford to you know pay any salaries and
- 8:54and I'm sure they didn't have any other
- 8:56applicants than myself for the job. So,
- 8:58then I finally got the job and and and
- 9:00and became the CEO of the company. And
- 9:02and that company was called Sumea and
- 9:03this is like year 2000. And funnily
- 9:05enough, we were actually doing or our
- 9:07plan was to do mobile games already at
- 9:10at that time.
- 9:12Uh
- 9:13eventually, the company did okay and it
- 9:15actually was sold to a company called
- 9:16Digital Chocolate, which is actually
- 9:18from here based was from here based in
- 9:20San Mateo. And then my job was to run
- 9:23the European operations of the of the
- 9:25company.
- 9:26Uh and you know, those times were quite
- 9:29different. So, the ones of you who are
- 9:30used to or all of us who are used to
- 9:32like dealing with the app stores, I mean
- 9:34this was a very different time because
- 9:36the distribution was through like
- 9:37carriers and and you had to do like
- 9:39these separate distribution deals with
- 9:41every single one of them. And
- 9:42and it was quite interesting. I actually
- 9:45found this
- 9:46photo from from those times. As you can
- 9:48see, it's a very serious business
- 9:51with a jacket and everything. And just
- 9:52look at that phone like on my lap like
- 9:55uh but the funniest thing about those
- 9:57days is that you were basically selling
- 9:58games to people who didn't really care
- 10:00about games. Most of them they didn't
- 10:02they didn't play the games and it was
- 10:04just, you know, it's just traditional
- 10:05sales work. I I can't say that I would
- 10:07miss miss those times uh days too too
- 10:09much.
- 10:10But then uh after that I my job was to
- 10:12actually run the global studios
- 10:13organization
- 10:15of digital chocolate and and we had
- 10:17three studios and I guess around 200
- 10:19people all together in those those
- 10:20studios.
- 10:22And uh
- 10:24So I come from my told you guys my I
- 10:26come from this quite analytical
- 10:27background. Um, like and and sort of
- 10:29myself said my my for some reason my my
- 10:31dream job was to be as a something like
- 10:33management consultant. Uh,
- 10:36and and so I
- 10:37originally took a very kind of what I
- 10:39thought was a very analytical and
- 10:40thoughtful
- 10:42uh approach to design the organization.
- 10:44And by the way like uh since I've sort
- 10:46of created this organization myself,
- 10:49uh I I I believe that I also have a
- 10:50right to kind of criticize it and and
- 10:53you know all all of them funny things
- 10:55and mistakes that I'm going to talk
- 10:56about I mean I
- 10:58those are all like my my mistakes and
- 11:01uh and the other thing is that that even
- 11:03if if some of this stuff will will sound
- 11:05quite funny, I mean keep in mind that
- 11:07everything was done like with the best
- 11:08intentions. So already at that time uh
- 11:11our goal was to just simply to create
- 11:13the the best best games.
- 11:16But anyway so we my my approach was that
- 11:19I wanted to the company to be very well
- 11:21organized. So like every everybody
- 11:23belonged to their kind of own unit or
- 11:25box and and everybody reported to some
- 11:27somebody and they had this like very
- 11:29well thought out matrix organization.
- 11:32And and they had process for every
- 11:33single thing you can imagine like from
- 11:35creating new games to to many many other
- 11:38things and and everything sort of looked
- 11:40really great on on on paper.
- 11:42And and most importantly
- 11:44uh
- 11:45what we liked about their indicators is
- 11:46that who has the product vision like who
- 11:48ultimately decides what type of games
- 11:51the company does. And and the product
- 11:52vision was very much at the top. So it
- 11:54was myself, it were the three head of
- 11:56the studios and some product managers
- 11:59and and our small group essentially
- 12:00controlled what the company was was
- 12:02doing.
- 12:04Uh and then like uh
- 12:06what made it probably even worse is that
- 12:07then the organization grew so we hired
- 12:10all of these people and we opened these
- 12:11new studios. Our approach to manage that
- 12:14growth was actually to like even in
- 12:17further increase the control so we added
- 12:19layers of management and we added the
- 12:22amount of uh added new processes to the
- 12:24company because we wanted to control it.
- 12:27And uh
- 12:29I've I thought a lot like in the recent
- 12:32years like uh what sort of drove uh
- 12:36all of those things and and you know it
- 12:37really was like this feeling that
- 12:39I I guess ultimately I had to have that
- 12:41you know I wanted to feel like that I am
- 12:43in control of our destiny and you know
- 12:45having everything all of these written
- 12:47plans and and and and and org charts and
- 12:50everything and processes it kind of made
- 12:51me feel like that we would somehow be in
- 12:54control of our our destiny. That's
- 12:56probably the best explanation that I've
- 12:58come up with.
- 12:59And we exercise this control through
- 13:02through a couple of processes.
- 13:04I'm going to give you example of two.
- 13:07The first example is is is which I think
- 13:10is relatively widely used in in in the
- 13:12games industry one form or another is
- 13:14this kind of green light process. We
- 13:16call it the YDC meaning that why should
- 13:19digital chocolate build this product.
- 13:21Essentially it's a mini business plan
- 13:23for every game. Uh
- 13:25so basically starting with things like
- 13:27you know what's the market opportunity
- 13:29like uh what's the size of opportunity
- 13:31what does the competition look like how
- 13:34are our games different and or better
- 13:37you know what's the cost budget what are
- 13:39risks so forth so forth. And and and
- 13:41from every single new game this type of
- 13:43document product 10 pages um
- 13:46was was required.
- 13:48And uh and to make it worse I had this
- 13:50idea which I thought was a good idea but
- 13:52it resulted to be a very bad idea. Uh
- 13:55but
- 13:56so my goal was that I wanted to like
- 13:57make everybody in the company feel all
- 14:00the departments feel that that they are
- 14:02sort of a part of the process and and
- 14:04they can and sort of create a sense of
- 14:06ownership. So
- 14:08I required like the the game developers
- 14:10actually talk to heads of each and every
- 14:12department and sort of to get their sign
- 14:14off or support for this new game idea.
- 14:16So these people would talk to the head
- 14:18of the finance, head of the marketing,
- 14:20head of sales, head of operations to
- 14:22kind of get their approval. And and you
- 14:24can sort of guess where it leads to.
- 14:26Like uh in in these meetings that they
- 14:28had about the green light uh decisions
- 14:30like there was no real discussion
- 14:31because the real discussion had been
- 14:33like before the meeting and and it was
- 14:35like super political process where like
- 14:38the developers would do anything they
- 14:39could possibly can to get an approval
- 14:41from certain people.
- 14:43Uh and and then like and if if if there
- 14:46was no approval from a person then that
- 14:48game wouldn't the idea wouldn't even
- 14:49appear in in this meeting. So the value
- 14:51of the meeting was was close to close to
- 14:53zero.
- 14:55Uh
- 14:56And also like some other problems that
- 14:57that it had was that you know like if
- 14:59you think about it like I mean I mean
- 15:01nobody has a crystal ball. It's really
- 15:03hard to predict which games will be
- 15:04successful. So then you could make the
- 15:06argument that you know why would this
- 15:08group of people have that crystal ball
- 15:10and why should they be making the
- 15:11decisions. Uh and and one could argue
- 15:14that who really knows the games and and
- 15:16the players best it's probably is the
- 15:17game developers themselves.
- 15:20Also like this process it really favored
- 15:22sort of what I would call like
- 15:23incremental innovation. Like very
- 15:27kind of products that are little better
- 15:28than the existing ones. But and and and
- 15:30the reason is that for you to make a
- 15:32case like what type of product to build
- 15:34the easiest way to build your financial
- 15:37estimate was to look at what already
- 15:38exists in the market and say that okay
- 15:40we are better because of these games
- 15:42because X Y and Z and therefore the
- 15:45revenue estimate it's like we're going
- 15:47to capture X percentage share of this
- 15:49market or something like that. And that
- 15:51was sort of an
- 15:52easiest way to sell this stuff to people
- 15:54who didn't come from games background.
- 15:55So for example a guy with a financial
- 15:57background. I mean that's the language
- 15:59that that person understands.
- 16:02But what
- 16:03what the problem is that this type of
- 16:04process doesn't favor the truly innova-
- 16:07innovative ideas. Like if you really
- 16:08want to build something from scratch you
- 16:10want to build something that doesn't
- 16:12exist yet you can't build a case like
- 16:14that around it. And and surprise
- 16:15surprise we really didn't have many of
- 16:17those type of games like coming through
- 16:19the the process.
- 16:21And then the the the um
- 16:23the last uh sort of a problem with the
- 16:25uh process was that just you know it
- 16:27required a lots of time from the
- 16:28developers. So instead of them like
- 16:30writing prototypes and and and you know
- 16:32building the actual games they were
- 16:34building pitches which of course isn't a
- 16:36very good use of time. They could use
- 16:38that time for the products themselves
- 16:40instead.
- 16:42So that would be one example of a
- 16:43process. Um
- 16:45Another example is is like that we at
- 16:47some point we introduced this like
- 16:48monthly review uh processes and and we
- 16:52uh they were essentially like status
- 16:54reports from the game teams to the upper
- 16:56management like what's going on. And and
- 16:58the purpose was like that we wanted to
- 17:00feel in control that and make sure that
- 17:02these games are actually progressing as
- 17:04as we had agreed and and you know are
- 17:06still shooting towards the vision that
- 17:07we had had agreed. And and and what
- 17:10really like made these meetings bad was
- 17:12that they they were also essentially
- 17:14like go no go decision points. So they
- 17:16also were like green light meetings as
- 17:17well meaning that that it it could be
- 17:20that your game gets discontinued uh in
- 17:23in in this meeting.
- 17:24And of course you can imagine what
- 17:25happens. Of course the game teams would
- 17:27come to this meeting very well prepared.
- 17:29They had done all of this work the prior
- 17:31week to prepare for the meeting. They
- 17:33had created a lot of materials just for
- 17:35purposes of this meeting. And after the
- 17:37meeting uh
- 17:39had the game continued they would just
- 17:40throw away all of that stuff and
- 17:42continue where they left off. And at
- 17:43some point I think I figured out that
- 17:45like some teams they literally used one
- 17:47week of every single month just for the
- 17:49purposes of of this meeting. Of course
- 17:51of course that doesn't make any any
- 17:53sense.
- 17:53Also you can imagine the amount of
- 17:55frustration that these developers had
- 17:57when they had to explain uh game stuff
- 18:00and game development stuff to people who
- 18:02like weren't like game developers at
- 18:04all. Like again like uh you know it was
- 18:07my fault. I was the one who invited this
- 18:09like finance and marketing and sales
- 18:11guys to the to the meeting.
- 18:13Uh it's definitely not their fault but
- 18:14you know of course they had questions
- 18:16and you know it wasn't very productive.
- 18:18And and the last thing about this
- 18:20meeting that again you can imagine the
- 18:22large group of people and very easily
- 18:24lead to this kind of sign by committee
- 18:26type of thinking. So the ideas that
- 18:27would go through are the ideas that
- 18:29doesn't get anybody irritated but then
- 18:32the other hand you know aren't really
- 18:34that great or innovative either because
- 18:36like most of the the big innovative
- 18:37ideas they are
- 18:39uh things like for example Clash Royale
- 18:41that did something new but then you
- 18:42don't really understand it before it's
- 18:44it's out there.
- 18:47And and there were other uh and I could
- 18:49have like a
- 18:50pick some other processes as well but I
- 18:52these are probably the big top two ones
- 18:53on on on my list which really didn't
- 18:55work out.
- 18:56And and the really really interesting
- 18:58thing about all of this is and all of
- 19:00these processes I said they were put
- 19:02together with best intentions. And but
- 19:03the thing is that despite all of this I
- 19:06mean believe it or not but we were
- 19:07actually able to put out some really
- 19:09great games. So ones of you who who were
- 19:12part of the mobile games industry back
- 19:14back in those days might remember a game
- 19:16called Tower Blocks which was a really
- 19:18big hit for us later on when Facebook
- 19:20just started their gaming platform we we
- 19:23uh released a game called Millionaire
- 19:24City that that got a huge amount of
- 19:26users and there were others as as well.
- 19:29And at some point I started to think
- 19:31that what really is the common nominator
- 19:33uh behind all of these games.
- 19:36And I the more I thought about it more I
- 19:38realized that actually like
- 19:40first of all like all of these games
- 19:42they had a really great team behind uh
- 19:45them.
- 19:45Then two they were released exactly at
- 19:48the right time. So we got the timing
- 19:50right which of course is as mostly to do
- 19:54with with luck.
- 19:55But then thirdly, it also seemed to me
- 19:57that what explained the success is that
- 20:00the less the management, like myself and
- 20:02some others, less the management had to
- 20:04do with the game, the better were the
- 20:07chances of success. And and somehow
- 20:09these games, these hit games, they just
- 20:11happened, like almost like accidents.
- 20:14And and I once actually joked to
- 20:15somebody that that that we were able to
- 20:18like put out these hit games despite all
- 20:21of these processes that we had in place.
- 20:23And that of course like tells you
- 20:25something like how great these teams and
- 20:27the people there at at the company.
- 20:30And then I like sort of finally got it
- 20:31and it's it's really embarrassing to
- 20:33almost to talk about it because it took
- 20:34so so many years, but it I finally got
- 20:36that these processes, like no matter how
- 20:39well thought they thought out they are,
- 20:41they just do not translate into great
- 20:44games.
- 20:45And then I the kind of thought process
- 20:47continued and and started to think that
- 20:49if the success truly is and is only
- 20:51about the team and the timing and the
- 20:54timing you can't really control because
- 20:56that's about luck, but what you can
- 20:58control is actually the team.
- 21:00And if it really is like about the
- 21:03getting the best possible team together
- 21:06and and you know having an environment
- 21:08that really like doesn't slow these
- 21:09teams down, so there's like none of this
- 21:11management stuff
- 21:13like
- 21:14it creates friction for the team. If
- 21:16it's all about the team, like what if
- 21:18what would happen if you would sort of
- 21:20build a kind of new type of company, but
- 21:21would only be about people and and and
- 21:23these teams and and having an
- 21:25environment where there is no friction.
- 21:27And and what if actually like a
- 21:29what what if the
- 21:31the the people who would be sort of a
- 21:32superstars of the organization would be
- 21:34the game teams themselves and not sort
- 21:36of the the founders or or the the
- 21:38management. And what would happen if it
- 21:40was actually the teams who owned the the
- 21:43product vision?
- 21:44And then at some point we had this idea
- 21:46that what would happen if we actually
- 21:48turn this organization chart upside
- 21:50down. And and and actually like it would
- 21:52be the game teams themselves who kind of
- 21:54owned their game. And that's what the
- 21:56light bulb up there indicates.
- 22:00And and then we kind of took this idea
- 22:01even further and thought that uh
- 22:03we could actually think these teams as
- 22:06as they're kind of almost like their own
- 22:07independent companies inside the the
- 22:10greater company. And then at some point
- 22:13somebody suggested that since this is
- 22:14such a radical idea, I mean let's not
- 22:16call them teams, let's call them cells.
- 22:19And then somebody asked that okay, like
- 22:21if that's the case, like what is this
- 22:23whole thing called? And then somebody
- 22:24came up with a word Supercell and that's
- 22:26where the kind of name of the company
- 22:27comes from.
- 22:29But really the the kind of the the the
- 22:31idea here is that there is no central
- 22:33process. I mean every team can be
- 22:36different. And and and you know like
- 22:38that enables us to hire from much
- 22:40broader base of people because you don't
- 22:42have to be like this just like one one
- 22:45type of
- 22:46person to be to get to get hired. And
- 22:48and every team can have their own ways
- 22:50of working.
- 22:51And and we sort of
- 22:52wanted to see that as a source of
- 22:54strength rather than a source of of
- 22:57weakness.
- 22:59Well, then at at some some point
- 23:00somebody asked that okay, but
- 23:02if it's all about the teams, like what
- 23:04do you do then? Like what is the role of
- 23:06of management in in this type of case?
- 23:08And and we thought about it a lot and
- 23:10and and and really the the the answer
- 23:13seems to be that it's it's our job to to
- 23:15put together the best possible teams and
- 23:18it's our job to make sure that these
- 23:21teams have the best possible environment
- 23:22to work in.
- 23:24And by best possible environment I don't
- 23:25mean any I don't mean a fancy office,
- 23:28for example. I mean I mean an
- 23:29environment where these teams can have
- 23:31the biggest possible impact and there's
- 23:33no friction in in the organization.
- 23:37Also one of the things that we kind of
- 23:38got excited about was this idea that if
- 23:40these teams make the decisions, it
- 23:42probably like will increase the the kind
- 23:44of speed of execution, but also because
- 23:47they don't need approvals, but it will
- 23:49also increase the quality
- 23:51of the decisions because then the
- 23:54decisions get to be made as close to the
- 23:56player as possible. Because it's
- 23:58obviously these guys who know the games
- 23:59best and they probably also know their
- 24:01users or the players the best, so it
- 24:03just makes makes sense.
- 24:05Uh
- 24:06and and and these days I I I think that
- 24:08our organization it it works the best uh
- 24:12then like I make as few decisions as
- 24:14possible. Like and you know I have
- 24:16almost
- 24:17we've sort of made it a goal that that
- 24:19most of the decisions, if not all of
- 24:21them, they should be made at the team
- 24:22level, not at that sort of the
- 24:24management level.
- 24:25And and you know to describe that goal
- 24:27I've even like
- 24:28started to say to our people that my
- 24:30goal is to be actually the least
- 24:31powerful CEO. And I'm meaning that you
- 24:33know the less decisions I make, the
- 24:35better the organization works.
- 24:37And sometimes this sort of leads to some
- 24:39really interesting situations. So
- 24:42uh
- 24:42for example, when we we work with some
- 24:45uh
- 24:45uh outside outside companies, like for
- 24:47example with partners uh
- 24:50uh platform partners, for example, like
- 24:52it it it always takes them a while to
- 24:54realize that at Supercell the most
- 24:56important meetings you can possibly
- 24:58have, they are with the game teams. So
- 25:00for example, if they're meeting with me,
- 25:02it in most cases it's waste of their
- 25:04time because at the end of the day it's
- 25:06not me who's making these decisions. And
- 25:08they usually don't believe it the first
- 25:10or even the second time we tell that to
- 25:12them, but maybe after third or fourth
- 25:14time and then they start to see like how
- 25:15we work,
- 25:17it's suddenly they they they sort of
- 25:19they get it.
- 25:20Or or there are like things like uh
- 25:23recently we when it was the
- 25:25International Day of the Girl, we part
- 25:28or I participated in the in this
- 25:30initiative called Girls Takeover. So the
- 25:32idea is that this uh say a teenage age
- 25:35girl comes and you know takes over the
- 25:37job of the CEO and and makes all the
- 25:40decisions for for one day. So
- 25:42and they asked me to participate and
- 25:44because I thought this is a very
- 25:45important initiative, of course I wanted
- 25:47to participate, but I kind of pre-warned
- 25:50them all all of these girls, Sonia, that
- 25:52that I I'm happy to support you and we
- 25:55will do this, but I just want to warn
- 25:57you that you might be actually quite
- 25:58disappointed because the fact is that I
- 26:00make very few decisions in this company.
- 26:03But you know she took the chance anyway
- 26:06and and and I think she did the right
- 26:08thing by touring the studio and and
- 26:10talking to the game teams, which is like
- 26:11the always the most interesting part of
- 26:13of my day. But you know
- 26:15it is just interesting like how how this
- 26:17type of way of organizing it it changes
- 26:19how you also deal with some of the
- 26:20external parties.
- 26:24One one other idea
- 26:26that that's that's very close to our
- 26:27culture is this idea of of the power of
- 26:30a small team. So at the previous company
- 26:33we we had like seen in our our own eyes
- 26:35that how powerful these like these very
- 26:38small group of people can be if they are
- 26:40just the right people and and work well
- 26:42together. It almost seemed that uh
- 26:45that
- 26:46uh and it's counterintuitive, but the
- 26:48scarcity of resources, meaning the
- 26:50number of people it it sort of uh
- 26:53it it leads to
- 26:55better prioritization, better focus and
- 26:58then that in turn leads to better
- 26:59quality. And and you know we we see saw
- 27:01it at the previous company time after
- 27:03time and also we've seen it at
- 27:04Supercell. So quite often when things
- 27:06are aren't working out for us, one of
- 27:08the de facto solutions that we have is
- 27:10that let's make the team a bit smaller.
- 27:12Uh and and and and you know let's try to
- 27:14put together the smallest possible team.
- 27:20So um it probably isn't a surprise that
- 27:22that in our at Supercell we don't have
- 27:24any any kind of green light process. But
- 27:25then the question is that that gets
- 27:27often asked that how do you guys decide
- 27:29what games to build?
- 27:32How do you sort of quote control it? And
- 27:35and actually like the only thing that we
- 27:36sort of control
- 27:38is the team and the team's composition
- 27:40and and you know of course I have to be
- 27:42able to trust the lead of the team. But
- 27:44after that, you know it's up to the team
- 27:46to develop the games they want as long
- 27:47as they develop the games in a framework
- 27:50we've agreed on. I mean our dream is to
- 27:51create these games that people would
- 27:53play for years and that are targeted for
- 27:55a widest possible audience. But that's
- 27:58really is the framework and within that
- 27:59framework the team is is free to do what
- 28:01they want and build the game that they
- 28:03want.
- 28:04Also
- 28:06we are known
- 28:07for like killing a lot of our games. So
- 28:09how do we how do we do that then?
- 28:12Well, at Supercell I would say that two
- 28:14entities have like
- 28:16control. So one is the game development
- 28:18team itself and then the other one is
- 28:20players. So and the team is in control
- 28:23in full control during the the
- 28:25development phase. So when we still
- 28:27don't have any
- 28:28hard data or metrics, it's it's the team
- 28:31and only the team who can decide
- 28:33whether the game will continue or not
- 28:35continue and be killed.
- 28:37But then like when the game goes from
- 28:40the development phase to a soft launch
- 28:41phase, so we or the beta phase, and and
- 28:44we start to actually get some like uh
- 28:46metrics on the players, then the control
- 28:49shifts in a way from uh
- 28:52uh from the team to the players because
- 28:54then it really is up to the players. And
- 28:55of course we will be observing the
- 28:57metrics and if they're good enough, we
- 28:59will uh
- 29:00uh launch the game globally. And what's
- 29:02good enough? Well, that's something that
- 29:03we always decide before the game goes to
- 29:06beta and we tell the metrics to
- 29:07everybody in the company just to make
- 29:09sure that we are honest to ourselves.
- 29:11And after that it's actually quite
- 29:12simple. Like if the game reaches the
- 29:14metric goals, we will release it to
- 29:15global and if it doesn't, we'll kill it
- 29:17and we'll we'll do something else.
- 29:21Uh we
- 29:23this this model has a couple of couple
- 29:24of like challenges that are important to
- 29:26understand. Um
- 29:28The first challenge is it's an
- 29:29interesting one. I mean the thing is
- 29:30that lots of people do not believe that
- 29:32this is true. Like not even after
- 29:34they've joined, at least for the first
- 29:36month or so. Uh
- 29:38many people outside the company believe
- 29:40that this is some kind of a PR trick. So
- 29:42you know people like me would come to
- 29:44conferences like this in the hope to
- 29:46talk about it and then it's attract
- 29:48talent to the to the company, but
- 29:50and and it's just a PR thing and it
- 29:52doesn't really isn't true. Um but
- 29:54but that's obviously not not the case
- 29:57and it wouldn't make any sense
- 29:59uh because people discover it very
- 30:00quickly when they when they would would
- 30:02join us. And it has happened to me like
- 30:04so often that you know, somebody comes
- 30:06in
- 30:06uh
- 30:07is with the roster for a couple of weeks
- 30:09and I meet that somebody at the coffee
- 30:10machine and and and that person goes,
- 30:12"Hey Ilkka, I have to confess you
- 30:14something that I actually didn't believe
- 30:16like this independence thing
- 30:18when when I joined, but I but now I've
- 30:20realized that it actually is is true."
- 30:23The other thing uh that is challenge for
- 30:25us that like outside looking in there's
- 30:27this misconception about the the the
- 30:29model. There are lots of people think
- 30:31that a Supercell is is somehow this just
- 30:34this small happy family where anybody
- 30:36can do whatever they want and not care
- 30:38about the the results. And that really
- 30:40isn't true at all actually. Um I mean,
- 30:43what actually keeps this whole thing
- 30:46together and act as a glue is this our
- 30:48very high quality bar. So, as I just
- 30:50said, you know, our goal is to create
- 30:52these games that people would play for
- 30:54years and years and years. And that's a
- 30:55very high bar as as you guys know. And
- 30:58and then if you combine that with a
- 30:59completely transparent information
- 31:02sharing, so every single team knows
- 31:04exactly how all the other teams are
- 31:06doing
- 31:07just because we share all the metrics to
- 31:09everybody in the company. And also these
- 31:11teams have to give updates to the rest
- 31:13of the company quite regularly. So, uh
- 31:15so and and it's very apparent like how
- 31:17the other teams are doing. So, so the
- 31:19combination of the high quality bar and
- 31:21that is very transparent
- 31:23makes it sort of a high performance
- 31:24organization where people really want to
- 31:26like always
- 31:27uh get to the bar and and and and even
- 31:30even higher.
- 31:31And and you know, as I said, like
- 31:32whatever doesn't meet the bar, it
- 31:34actually gets killed, which of course is
- 31:35always a hard hard decision.
- 31:38And and you know, like in our
- 31:39organization the fun part to talk about
- 31:41this always the independence thing. I
- 31:42mean, of course everybody wants to be a
- 31:44part of an independent team or small
- 31:46team that can do what they want. The
- 31:47harder part is to talk about the other
- 31:50side of the same coin, which is
- 31:52responsibility. And and the way we think
- 31:54about it that every single member of a
- 31:56team, they are responsible towards each
- 31:58other and to all the other
- 32:00Supercellians. And that's a that's a
- 32:01very very big responsibility. And and
- 32:04and it also means that in our in the our
- 32:07culture, we don't think that the
- 32:09the responsibility lies with the
- 32:11management. I mean, if there's a
- 32:13problem, we expect the teams themselves
- 32:15to do something about it and not become
- 32:17of a management to to to interfere.
- 32:21Uh
- 32:22And and and you know, that actually
- 32:23results in in in a lot of like killing
- 32:25decisions. So, like I mean, I I believe
- 32:27it's actually easier for people to kill
- 32:30their work if it's not working out then
- 32:32they can when they are in full control
- 32:33of that
- 32:34by by themselves and the decision is is
- 32:37is is theirs. So, um
- 32:39uh for example, I a guy called Jonathan
- 32:42um he I think he was here speaking like
- 32:442 years ago about a game called Smash
- 32:46Land, which he was the lead of and game
- 32:48that we dearly loved and and uh uh
- 32:51and and he was telling the story here in
- 32:53the same conference about how he they
- 32:56they uh typical Finnish way, even if
- 32:58Jonathan comes from New Zealand, I think
- 33:00they had a meeting in a sauna with the
- 33:02team and then they had uh and the game
- 33:04was in beta and it was almost reaching
- 33:06the beta metrics, but just almost, not
- 33:08quite.
- 33:09Uh and and they had had this show of
- 33:11hands that okay, like how many of the
- 33:13the people in the sauna believe that
- 33:15this is the best game they will ever do.
- 33:17And I think there was very little hands.
- 33:19Uh so, which in which and then they
- 33:21decided in that evening to kill the
- 33:23game. And then I think Jonathan sent
- 33:25this email to everybody in the company
- 33:27informing. And I remember that very well
- 33:28because I happened to be traveling here
- 33:30and I was checking my emails in the
- 33:32morning. I said, "Okay, like they they
- 33:33actually decided this game to kill this
- 33:36game." And I I felt really sad about it
- 33:38because one, I loved the game myself. I
- 33:40I played it a lot and whenever I went to
- 33:42home, I I I played it a lot with my
- 33:45kids. And I said, "Okay, how I'm going
- 33:46to how I'm going to explain it to this
- 33:47to my kids?"
- 33:48Uh two,
- 33:50I felt really sad for the guys and for
- 33:52the team. I know they had worked super
- 33:54super hard for for that game and and
- 33:57then they had to kill it. But then I
- 33:58also felt very proud. Like I mean, just
- 34:00think about like it's amazing that that
- 34:02these people have like poured their
- 34:04heart and soul to this game that
- 34:05everybody in the company loves and it's
- 34:07very close to these metrics
- 34:09and yet they think that they can do
- 34:11better and they kill it. So, I just felt
- 34:12proud about the uh the the those guys uh
- 34:16and and the team at at that time. And
- 34:18you know, we do kill a lot of games and
- 34:19we are known for that. So, between our
- 34:21game number three and four, so between
- 34:23Boom Beach and Clash Royale, I believe
- 34:25we had developed 10 games to relatively
- 34:28advanced state and we out of those 10 we
- 34:30killed nine. And the one that
- 34:32uh we didn't kill was was Clash Royale.
- 34:34And and of course like killing games,
- 34:36it's definitely not fun and failing is
- 34:38not fun. Uh
- 34:40but still like we
- 34:41we've actually tried to take some
- 34:42inspiration from Pixar. They they often
- 34:45say that failure is an essential and
- 34:48inevitable part of the creative process.
- 34:50So, I mean like without failure, there
- 34:52wouldn't be any hit games either. And
- 34:54and you know, if you're not failing, it
- 34:56just means that you're not your bar
- 34:57isn't high enough and you're not taking
- 34:59enough risk. And that's how we try to
- 35:01think about it.
- 35:02It doesn't make failing any any easier,
- 35:04but but you know, that's the kind of a
- 35:06the the
- 35:07our way of thought about it.
- 35:10Okay, um
- 35:11um
- 35:13I I want to like uh close my talking
- 35:15about some of the learnings uh
- 35:17uh that we had over the years and some
- 35:19of the challenges uh
- 35:22So, and this will sound self-evident,
- 35:24but I still need to say it. Uh I mean,
- 35:26this model is exactly as good or as bad
- 35:31as the teams are. It it really is all
- 35:33about the teams.
- 35:35And and like from this perspective, it's
- 35:37actually it's interesting. Like we
- 35:38actually like originally when they
- 35:40founded the company, we didn't say that
- 35:42the best teams make the best games. We
- 35:44said that the the best people make the
- 35:46best games. And it took us like many
- 35:48years to actually realize that actually
- 35:50it's not about the people, it's it
- 35:52really is about the teams. And and you
- 35:54know, putting together like a great
- 35:56teams is super hard. And and and to sort
- 35:58of use a sports analogy, like what we
- 36:00realized over the years is that the best
- 36:02team, it's not necessarily the one with
- 36:04the best individual players,
- 36:07but the team that plays best together.
- 36:09And and you know, putting together such
- 36:11a team, like it's it's it's not easy and
- 36:14I I don't know if there's even lots of
- 36:16people have tried to put some science
- 36:17around it, but but still at least in our
- 36:19experience, the only way to really know
- 36:21how the team is working, it's just to
- 36:23put together the team and see how how
- 36:24they work together.
- 36:27Uh the other challenge is that you know,
- 36:29I talked a lot about how we love the the
- 36:31kind of small size of the teams.
- 36:33And and and yes, there's a lot of great
- 36:35things about it. When you have a small
- 36:36team, you don't really need like any
- 36:38layers of hierarchy in the team. You
- 36:39don't need process, you know, everything
- 36:41can be planned on a whiteboard. You need
- 36:43very little meetings because everybody
- 36:45can hear each other out. They're working
- 36:47in the same room. You know, the the size
- 36:49of our new games teams are like two to
- 36:51seven people. Live games maybe 10 to 17
- 36:54people um to give you guys an idea like
- 36:56how small these teams are. And as I
- 36:58said, we believe that the all of this
- 37:00actually leads to better quality. And
- 37:01it's a way more fun to work in in in a
- 37:04smaller team.
- 37:05Uh but it also creates challenges.
- 37:08One really interesting challenge that we
- 37:09actually didn't realize early on is that
- 37:11it actually like for some people it it
- 37:13can create a relatively stressful
- 37:15environment. So, the combination of like
- 37:17having a very high quality bar and then
- 37:20this idea that there's like no it's only
- 37:22about you because there are no
- 37:24processes. It really is about only about
- 37:26you and the team, of course.
- 37:28Uh and then that combined with the small
- 37:29team size, so you know, everybody
- 37:31basically is designing a game and you
- 37:32know, there are very little like
- 37:33specialization like
- 37:36uh in in the team. So, so that
- 37:37combination like that can become
- 37:39stressful. And you know, we've actually
- 37:41done a quite a lot of work to like make
- 37:43that stress go away, but that's a hard
- 37:44thing to do.
- 37:46And then the other um
- 37:48thing that that is uh
- 37:50a challenge for us and I don't think
- 37:51we've like have been very good at
- 37:53solving this so far is that how how do
- 37:55we kind of create content fast enough
- 37:56for our players given the small size of
- 37:59the team?
- 38:02Another a double-edged sword is is is
- 38:05you know, this idea that you have very
- 38:06little like visible structure. And
- 38:08again, there's like tons of things that
- 38:09we love about it, but the challenge that
- 38:11comes is that the
- 38:12uh
- 38:13it sort of may it may seem
- 38:16uh chaotic uh like especially early on
- 38:18and and you know, we
- 38:20had had have had a lot quite a learned
- 38:22quite a lot of lessons for example about
- 38:24onboarding. Like like
- 38:26many years back, say 4 years back, it
- 38:28was probably like a really difficult to
- 38:30join Supercell because you would just
- 38:31come in and somebody might in the best
- 38:33case show where you there's your seat
- 38:35and give you the laptop. And but then,
- 38:36you know, when you're on your own. And
- 38:38and and but then finally they realized
- 38:40that they really have to invest to this
- 38:41and now we are like way way way better
- 38:44at at that. But you know, like
- 38:47in certain uh
- 38:48places you have to have structure and it
- 38:50and it's especially important for the
- 38:52for the new people.
- 38:54Uh sometimes people ask I mean, we still
- 38:56don't have any HR. So, we do have
- 38:58recruiting and of course we have office
- 39:00people and admin people, but we don't
- 39:02have like HR people.
- 39:04Uh and and people ask that if people and
- 39:06the teams are so important to Supercell,
- 39:08like why on earth don't you have HR
- 39:11uh person um or somebody who's
- 39:13responsible for HR? And my response
- 39:16always is that well, that is exactly
- 39:17because people are so important to us.
- 39:19So, I don't believe that you can somehow
- 39:21outsource HR to a third person. I mean,
- 39:24we if there are any kind of HR issues,
- 39:26we want them to be dealt with between
- 39:27the lead and that person themselves. I
- 39:29don't we don't want to have like a third
- 39:31people
- 39:32um uh
- 39:34in involved there.
- 39:35But it creates some challenges at at at
- 39:37times.
- 39:40Also, as I'm sure you've already figured
- 39:42out, like it's almost impossible to
- 39:44reach consensus in a culture like like
- 39:47ours.
- 39:48And and you know, like many of our
- 39:50games, I would say most of our games, we
- 39:52have like four four games have faced
- 39:54like strong
- 39:56kind of
- 39:57I would call it almost like internal
- 39:58opposition or people who have just like
- 40:00disagreed
- 40:02about the direction of the game and and
- 40:04you know, have fought fought that we
- 40:05shouldn't even be building this game in
- 40:07the first place. And
- 40:08just talk about Clash Royale and all the
- 40:11twists and turns. The other example
- 40:13could be a game called Boom Beach, which
- 40:14was our game number three. I still
- 40:16remember this meeting there, myself and
- 40:19all the game leads. So, every leader of
- 40:21a game team sat, including the lead of a
- 40:23Boom Beach. And and and we had a like a
- 40:27like very heated discussion about Boom
- 40:29Beach and people were not happy about it
- 40:30at the time. And then we like again had
- 40:33a show of hands that okay, how many
- 40:34people believe that this game should be
- 40:36killed? And every single person in that
- 40:39room, with the exception of the Boom
- 40:41Beach lead, wanted to kill that game.
- 40:44And then we we had this really
- 40:45interesting discussion that okay, like
- 40:47like all of us except you, like all of
- 40:50us we want to kill this game and we
- 40:51don't believe in it. But then again,
- 40:53like if we now kill it, like at the same
- 40:56time, not only do we kill the game, but
- 40:57we will also kill the culture. Because I
- 40:59mean, after that, you know, we couldn't
- 41:01say that Supercell is all about these
- 41:03small and independent teams who like are
- 41:05responsible.
- 41:06And if we make the this decision to kill
- 41:09this game, all of a sudden the
- 41:10responsibility is not with the team
- 41:12anymore, it shifts to us. Because then
- 41:14it would be us who who who make the make
- 41:17the call. And then, you know, we we
- 41:19decided that okay, out of these two
- 41:20options, like we are still we are here
- 41:24in for the long term and culture is so
- 41:25important. So, you know, you guys should
- 41:27just do the game. And then again,
- 41:29thankfully they did and it's it's it's
- 41:30been a big big hit for us.
- 41:33So, we start try to like
- 41:37and we borrowed this from Jeff Bezos
- 41:39from Amazon this phrase that disagree
- 41:41and commit. But you know, like we try to
- 41:43like enforce this idea that even if you
- 41:45disagree, you can still sort of stand
- 41:48behind the decision. And and you know,
- 41:50and and the reason why you can stand
- 41:52behind the decision is that you trust
- 41:55the team who has made that decision,
- 41:56even if you disagree.
- 41:58So, so that's that's how we can think
- 42:00about it these days. But still we have
- 42:02these heated discussions and and I think
- 42:04they're really good and and essential
- 42:05part of the the culture.
- 42:09The last learning is is this one.
- 42:12Uh
- 42:13It it really is interesting, but this
- 42:15traditional approach and which and by
- 42:17traditional approach I
- 42:20I'm talking about stuff like top desire
- 42:22to do like top-down management, desire
- 42:24to control stuff like from outside the
- 42:26team,
- 42:27desire to create rules and processes and
- 42:30and you know, all the stuff that I just
- 42:31talked about. It's it's almost like
- 42:33gravity. Like you know, it it sort of it
- 42:36pulls you like all the time like towards
- 42:38it and and you have to like almost fight
- 42:41back like every single day that it
- 42:43doesn't happen. And it happens in in in
- 42:45in all kinds of
- 42:47situations. And
- 42:49and and and the interesting thing is
- 42:51that
- 42:52that like fighting this it gets harder
- 42:56and harder the more successful you are.
- 42:59And and like for example, in our case,
- 43:01like the more successful we become,
- 43:03because we've obviously been like
- 43:04ridiculously lucky like in in with our
- 43:07four games.
- 43:08But the more successful these games have
- 43:10become, like there's always like there's
- 43:12some kind of pressure and natural kind
- 43:14of instinct to do even more stuff and
- 43:16grow the team sizes. And there all kinds
- 43:18of opportunities that you say no to need
- 43:20to say no to. And and and we have to
- 43:22really like like push ourselves to be be
- 43:25always like saying no to all kinds of
- 43:26things so that we could stay laser
- 43:28focused on the on the games.
- 43:31Also, what's even even harder is that
- 43:33you know, it's easy to talk about this
- 43:35stuff when things are going well. But
- 43:37when things aren't going well, it's it's
- 43:40it's way harder. Because there's this
- 43:42like thing that comes to you that that
- 43:44this kind of pressure to kind of get the
- 43:46control back from the teams and give it
- 43:48to some other people. There will be
- 43:50people who will say that okay, we'll
- 43:51we'll come and we'll fix it for this for
- 43:53you. And and and you know, lots of like
- 43:55opinionated people as as I guess most of
- 43:57the great game developers are. So,
- 43:59there's really strong opinions.
- 44:01And and it's it's it's and we really
- 44:03have to fight
- 44:05strongly against this this idea that for
- 44:07example, there are like some some really
- 44:09really great people in the organization
- 44:11who've done a great great work hit games
- 44:14before. And if they feel strongly about
- 44:16the game that they are not part of, like
- 44:18who gets to decide? And we've always
- 44:20taken the kind of side of the team. And
- 44:22and and we've tried to resist the
- 44:24temptation to give like control to some
- 44:27people outside the team. But it's a
- 44:28discussion that that we have like
- 44:30surprisingly often. And and and as I
- 44:32said, you know, it gets even harder when
- 44:34things aren't going that well.
- 44:36Also, like you you really have to like
- 44:38uh
- 44:39be strong in in this situation where the
- 44:41rest of the organization like completely
- 44:44disagrees with the team. And then you
- 44:46somehow you have to create an
- 44:47environment where first of all, like
- 44:50we we believe that ideas get much better
- 44:52when they're challenged. So, you on one
- 44:54hand you really want to facilitate that
- 44:56type of really honest, even brutally
- 44:58honest feedback. But at the same time
- 45:00you have to be very clear that nobody,
- 45:03like nobody outside the team, has any
- 45:06authority over the game. It really is
- 45:07the team's decision, like whether you
- 45:10you like it or not. And and you know,
- 45:12like and it's interesting like uh
- 45:14this is the same case with almost all of
- 45:17our games. And even Brawl Stars, which
- 45:18is currently in beta, it's it's the
- 45:19latest example. So, lots of people at
- 45:21Supercell
- 45:23thought didn't like the controls, they
- 45:25didn't like the art style, they maybe
- 45:26even didn't like the game genre. They
- 45:28don't believe that this type of like
- 45:29twitchy action game even belongs to
- 45:31mobile. But yet, you know, the team like
- 45:35like really really believes believes in
- 45:38the in in the game. And of course, like
- 45:40it's according it's in our culture to
- 45:42like give them the possibility
- 45:44to to create the game, put it out and
- 45:46work with the players to to make it a
- 45:48success.
- 45:50And we really like we try to create this
- 45:52environment where you don't ever need to
- 45:54create the proposal about about
- 45:56anything. I mean, you can just do it.
- 45:59And and you know, we just think that
- 46:00that
- 46:01in our culture where nobody like
- 46:03hopefully creates any kind of internal
- 46:05proposals about anything. I mean, the
- 46:07the minute somebody like proposes to do
- 46:09a proposal, I think no, no, you don't I
- 46:10don't need to see it. I mean, here's my
- 46:11feedback and and you just do it and and
- 46:13prove that it works. And you know,
- 46:15sometimes it works, sometimes it
- 46:16doesn't. And if it doesn't, that's fine.
- 46:20Uh
- 46:21And and then like the the last thing I
- 46:23want to say about this that that it also
- 46:25gets harder in case of mistakes. So, say
- 46:27that there was a big failure or we do a
- 46:28big mistake. And you know, we do many
- 46:30failures. We do failures we fail all all
- 46:32the time. Uh and and then I I think it's
- 46:35as I said, it's an essential part of the
- 46:37creative process. But then the the
- 46:39natural human
- 46:41kind of instinct in case of failures and
- 46:43in mistakes is to but okay, let's not do
- 46:46this again. Let's create this rule or
- 46:49process that will prevent this from
- 46:50happening again. And and and we always
- 46:53have to remind ourselves that hey, like
- 46:56people like let's remember like the the
- 46:58kind of foundation of the company. Like
- 47:00instead of rules, we believe in trusting
- 47:03the people and their common sense. And
- 47:05and you know, like the more we grow,
- 47:06actually actually the less rules we
- 47:08should have as a as a company. But
- 47:10again, there's like this temptation
- 47:12always to to to take take that path.
- 47:18So, I want to close by by saying two two
- 47:21things really.
- 47:22The first one is that I want to
- 47:24emphasize that despite everything that I
- 47:26just said, I mean,
- 47:28culture has not created our our four hit
- 47:31games. I mean, all the credit it it
- 47:34really does belong to the teams behind
- 47:36these games. And and culture has been an
- 47:39enabler at at most. And it it really is
- 47:41all about the teams. And for example,
- 47:44the story about Clash Royale that I just
- 47:46told you, I mean, that would not have
- 47:49happened without those people, those
- 47:51amazing people who were part of the
- 47:53journey and contributed to the to the
- 47:55game. And again, the role of the culture
- 47:57is just to enable these people and
- 48:00enable these teams to do exactly that.
- 48:03And then of course, there's always that
- 48:05element of of luck that it's related to
- 48:07timing that's in in in the play.
- 48:10The other thing I wanted to say is that
- 48:12that like how we start how I personally
- 48:15start have start to think about culture
- 48:16is that it's almost like how I'd like to
- 48:18think about our games. So, I believe
- 48:22that our games should be getting better
- 48:24like every single month. And as I said,
- 48:26our dream is that people will play this
- 48:28play our games after years, if not after
- 48:30after decades. And and in the and and
- 48:33sort of in in a way our games are never
- 48:35complete. And in a very same way, I
- 48:37believe that culture is never complete
- 48:40either. Like it it can always evolve and
- 48:42it can and it should get better. And I
- 48:45think we are a good example. So, like
- 48:46our culture has evolved
- 48:48on on many different
- 48:50respects and I I do believe it it it it
- 48:52is getting better. It can and it has to
- 48:54get better over the over years.
- 48:57Okay,
- 48:59that was it. As I said in the beginning,
- 49:00I hope you got some new ideas, at least
- 49:03some of you got some new ideas out of
- 49:05this this talk. Thank you very much.
- 49:17I think we have time for for a few
- 49:18questions.
- 49:25Hello. Yes. Hi. Hi again, Ilkka.
- 49:28Um
- 49:29I had the privilege of working with
- 49:31Ilkka along with I mean
- 49:32at Digital Chocolate. He indeed gave his
- 49:35best to
- 49:37make it a good place and uh
- 49:39uh uh I think at Supercell you have
- 49:41innovated
- 49:43team structures in a different way
- 49:45compared to how we were operating at
- 49:46Digital Chocolate and you've seen
- 49:47excellent results. Congratulations on
- 49:49that.
- 49:50So, my question is at Digital Chocolate
- 49:52while you were making dozens of game,
- 49:55Supercell
- 49:56you made very few of them. So, why was
- 49:58the shift from many to few?
- 50:01Well, I I I I think like the thing that
- 50:03I've learned the very hard way over the
- 50:05years and and I think many people like
- 50:06who've been part of these companies is
- 50:08the importance of focus. I mean, games
- 50:11is such a competitive industry where so
- 50:13many smart people, so many smart
- 50:15companies that and and you know, we are
- 50:17a small company. So, you can only do a
- 50:18very small small amount of things if you
- 50:21if you want to do them at at the kind
- 50:23best of your abilities. So, it it just
- 50:26believe that it's it's about focus and
- 50:27and you know, focus and quality they
- 50:29just go hand in hand.
- 50:31Thank you. Thanks.
- 50:35Hi.
- 50:36Uh yes, so you talked a lot about you
- 50:39know, the structure in terms of the
- 50:42game designers and the developers. What
- 50:45about the ancillary people that we might
- 50:47have? Let's say the marketing teams or
- 50:49the technical infrastructure teams
- 50:52you know, the IT and stuff. So, is that
- 50:55shared among the teams or is that also
- 50:57you know, each team kind of has to deal
- 50:59with that? That's that's a great
- 51:01question and that's exactly that's an
- 51:02area where our I think our culture has
- 51:04evolved quite a bit. So, obviously like
- 51:05when we started there was a six of us
- 51:08and five of the six were game developers
- 51:11and again I was the only one who wasn't.
- 51:14And and and and you know, like the the
- 51:15the whole idea started from like
- 51:17thinking about game developers only. But
- 51:19then like then when the model like start
- 51:21to work out pretty well like like when
- 51:23we we thought that okay, why wouldn't we
- 51:24take this idea and apply it to some
- 51:26other teams as well. But it really
- 51:28depends like on the
- 51:30area of business how it works well. It's
- 51:32like
- 51:33and and it is important for us still
- 51:34have the game teams are at the
- 51:36at the center of the company and they
- 51:38sort of like set the pace for the
- 51:39company cuz we want the company to be
- 51:41kind of led by the creative people. But
- 51:44then like for example in the case of
- 51:45marketing like
- 51:47I would say that that our marketing
- 51:50teams they operate very independently,
- 51:52of course. And they're still trying to
- 51:53figure out like what's the best way for
- 51:55this team to be independent enough, but
- 51:57yet of course you need to link them
- 51:59somehow with the game teams because the
- 52:00marketing needs to kind of
- 52:03communicate the
- 52:06the vision of the game to the players so
- 52:07that it's actually in line with the game
- 52:09is is about. So, how do you kind of
- 52:11combine these two things and and and
- 52:13we've done all kinds of different
- 52:14experiments and I think we're we're
- 52:16still learning. But I would say that the
- 52:18goal always at Supercell Supercell is
- 52:20that we we we'd like to all of these
- 52:23teams to fall into this idea of like
- 52:25independence and
- 52:26and responsibility. But but there are
- 52:28like differences how how these teams
- 52:30have implemented it depending on which
- 52:33areas of the business they they are.
- 52:35Okay, thank you.
- 52:36I'm curious about the transition
- 52:39of the old structure to the new
- 52:40structure and
- 52:43I guess the the shift in mindset needed
- 52:45by everyone, but especially in managers.
- 52:48So, how did you deal with that and what
- 52:50did you do when people in management
- 52:52positions didn't want to lose control?
- 52:56Well, of course this is a this is a a a
- 52:59different company. Of course some of the
- 53:00same same people, but I I think it's a
- 53:04like
- 53:05combination of like like you know, just
- 53:07having more experience. The actually
- 53:09interesting thing is that I've actually
- 53:10spent I've still spent most of my career
- 53:13in the previous company. So, Sum and
- 53:15Digital Chocolate combined was 10 years
- 53:17of
- 53:17of my life and and now Supercell I think
- 53:19we're getting closer to what is 8 years
- 53:22now. So, I've been at less less time at
- 53:24at Supercell, but you know, like I
- 53:27I believe that those
- 53:28those years have just taught us so so
- 53:30much how to do things and and and maybe
- 53:33maybe also like how how not to do do
- 53:36some things. And and but you're right
- 53:38like the kind of be the the mental shift
- 53:41that has to happen is that you have to
- 53:42like let go. You have to be like you
- 53:45have to like completely trust the these
- 53:48people and and and these teams. And and
- 53:50and as I said it's an easy thing to talk
- 53:52about when things are going well and
- 53:54it's way harder where where when things
- 53:55aren't going that well. But you know,
- 53:57but I think there's like enough of
- 53:58critical mass of people at Supercell and
- 54:01and and definitely not just the
- 54:02management. We have a very small
- 54:04management team and and we don't even
- 54:06call it that that way, but but it
- 54:07there's so many
- 54:09Supercellians at the company who like
- 54:11seen how this model can work and I and I
- 54:13think we all the Supercellians do a
- 54:15great job of keeping each other like
- 54:17honest about it. So, if and and we we
- 54:19often say that that if you see something
- 54:21at Supercell that it's not in line with
- 54:23our values and culture, it's your
- 54:26responsibility to speak up and and trust
- 54:28me like people do speak up if there's if
- 54:31they see that something is wrong. Thank
- 54:33you.
- 54:34Yeah, hi. Uh
- 54:37being the least powerful CEO that like
- 54:39that is your aim. So, like what what
- 54:41forms your day like what is your
- 54:42day-to-day schedule? And like what are
- 54:45your
- 54:46you know, like what are what is your
- 54:47vision? Like what do you wish to do?
- 54:49Yeah, so what do you say that I actually
- 54:50do? That's that's funny. I actually was
- 54:52just asked about that question not not
- 54:54long ago.
- 54:55And I really had to think about it. So,
- 54:57what do you say that I do? But
- 54:59so, I I I try to spend most of my time
- 55:01with in the people related things and
- 55:03and uh
- 55:04uh so, I
- 55:06I still interview like every single new
- 55:09employee
- 55:10that comes to the company like no matter
- 55:11what is the position. Uh
- 55:14so, I spend time with with recruitment.
- 55:16I I I do spend time with with all the
- 55:18team leads. Uh
- 55:20And then like of course everything that
- 55:22is somehow
- 55:23related to culture like at some point it
- 55:25will end up in on my desk even though I
- 55:27I firmly believe that you know, but it's
- 55:29not it it obviously isn't not my culture
- 55:32and it's not my responsibility. It's
- 55:34everybody's culture and everybody is
- 55:35responsible for it. But I
- 55:37it's my job to sort of somehow like
- 55:39summarize it for everybody and figure
- 55:40out what the culture is and and kind of
- 55:42keep on like telling telling that
- 55:44message.
- 55:45And then there's like lots of like not
- 55:47like very sort of just boring
- 55:49administrative stuff. So, like for
- 55:51example like everything that is related
- 55:53to like everybody in the company like
- 55:54stuff like you know, compensations and
- 55:56all these things. I mean, thank god they
- 55:58don't do any annual performance reviews
- 56:00or anything like
- 56:01that you know, those used to take too
- 56:03much of our time and like in the
- 56:04previous company added like no value
- 56:06whatsoever. But so, we don't do that
- 56:08type of stuff.
- 56:09But you know, like there are certain
- 56:11things like for example the compensation
- 56:12review which is
- 56:14you know, very much like on on on my
- 56:16desk and which I think is important. Of
- 56:17course I feel it's very important to
- 56:19make sure that people are compensated
- 56:20fairly. It's combination of those type
- 56:23of things. Thank you.
- 56:25I'll I'll have
- 56:27Thank you for sharing the insight.
- 56:29Actually, I've been working with
- 56:31a very big Chinese game developer and uh
- 56:34Um so, this is more like a question
- 56:36let's say from our president. So, let's
- 56:38say we have a super independent super
- 56:41editing who can make all the decision
- 56:44and execution.
- 56:46And there is a way like say if they if
- 56:48we can do it here, we can do it
- 56:50anywhere. So, what do you think would be
- 56:52you know, the potential risk that the
- 56:55team might go like like really
- 56:57independent like over independent
- 56:59somehow. How I can like convince let's
- 57:02say our president to give us the you
- 57:04know, the the power you know, like being
- 57:07a cell?
- 57:08That's a great question. I mean, then
- 57:11a long time ago when we actually had to
- 57:13had to raise money and and had to be
- 57:15dealing with venture capitalists. But
- 57:16actually was always the question when
- 57:18they were doing that like how why don't
- 57:20these guys like just leave and you know,
- 57:22set up their own companies? And I told
- 57:23them that that if they do that I mean if
- 57:26they feel like that that you know,
- 57:27that's the if that's the best place for
- 57:29them to develop the best games, that is
- 57:31exactly what they should do. And you
- 57:32know, like the way I think about it is
- 57:34that it's just like we need to make sure
- 57:37that Supercell is the best place for
- 57:39these people and for these teams to
- 57:42to create the best games. And as long as
- 57:44we
- 57:46as long as we we are successful in that
- 57:48then you know, everything else will kind
- 57:50of take care of of themselves. And if if
- 57:52you're not successful then obviously
- 57:53these people will leave
- 57:55if the environment isn't great enough.
- 57:57So,
- 57:58but you know, we and we we we we do talk
- 58:00about this this this
- 58:02quite a quite a bit and and really like
- 58:05idea I'd like to
- 58:06think the way I think about the
- 58:07Supercell structure that ideally it
- 58:10would
- 58:10combine the best of two worlds. So, you
- 58:13can work in a very small independent
- 58:16almost like startup within a startup and
- 58:19you can do your own thing. But then of
- 58:20course you get sort of the job security
- 58:22and and some of the other benefits that
- 58:24are part of being a bigger company and
- 58:26and and you can
- 58:27you just have more resources. I mean, we
- 58:29can do
- 58:30the reason why I believe it's more fun
- 58:32to work at Supercell today than it was
- 58:35like 6 years ago is that today we can
- 58:36just you know, do much bigger things
- 58:39just you know, because of the resources
- 58:41that we have available for us and we can
- 58:42run after much bigger dreams and that's
- 58:44exciting for me.
- 58:46Thank you.
- 58:48Maybe we have time for one more.
- 58:50Yeah, can I ask?
- 58:52Um so, teams very important obviously.
- 58:55Could you talk about how you form them?
- 58:57How they change over time? Do they
- 58:59change once the game goes live? Like how
- 59:02do how you manage the composition of
- 59:04them?
- 59:05Uh so, it it it's really is a group
- 59:06effort. So, what we do is that
- 59:09and big part of my job is that I I meet
- 59:13let's limit the discussion to these
- 59:14these game teams. So, I I meet with the
- 59:16game leads. These are people who lead
- 59:18the game teams every single week. So,
- 59:21and and that's actually the only regular
- 59:22meeting that we have by the way. But we
- 59:24have this 1-hour meeting and we just
- 59:26meet usually like without any agenda and
- 59:28we just talk about the teams most of the
- 59:30time. We don't make any decisions
- 59:32regarding the games. We never talk talk
- 59:34about like I mean of course if somebody
- 59:36needs an advice they might raise up the
- 59:39question in that meeting but most of the
- 59:40most of the time we talk about the teams
- 59:42and you know like maybe a team needs
- 59:44help in a certain area and and can
- 59:46somebody like move from this team to
- 59:47that team and you know those type of
- 59:49things and
- 59:50and I wish there was like more science
- 59:52or a process to it I mean because that's
- 59:54the hardest part of our job is to create
- 59:57great teams and and ultimately the only
- 59:59way to really figure it out is
- 1:00:01whether a team is is is working is just
- 1:00:03to put it together and see how it works
- 1:00:04out and then if it doesn't then you can
- 1:00:06make changes. Cool. Thanks. All right.
- 1:00:08Okay. Thank you again.
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This page contains the full transcript of The Cell Structure: How Supercell Turned the Traditional Org-Chart Upside Down by GDC Festival of Gaming, generated from the public captions YouTube serves with the video. The transcript has 12,132 words across 1,792 segments, with the original timestamps preserved so you can click any line to jump to that moment in the embedded player.
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