Supercell sold to Chinese Company? Supercell was founded on 16th May 2010 and is currently a mobile game development company based in Helsinki, Finland. Supercell. They would be games that almost everyone could get into. That’s why we have a tradition of celebrating these lessons by drinking champagne every time we screw up. What’s cool though is that these people come from over 30 different countries, which helps us build a truly multicultural and global environment. But to be totally honest, it isn’t any easier today than it was when we were just getting started. Everyone who worked at Supercell at that time will definitely remember this exact date because it happened to be Midsummer’s Eve, one of the biggest public celebrations in Finland. It was pretty far from Silicon Valley, but we had everything we needed: one 30-square-meter room, six desks we got from a recycling center, and of course a coffee maker. What makes this story a classic is that it was the Magic team that ultimately developed Clash of Clans, which, funnily enough, was also codenamed Magic before getting its official name. It all starts from trust. This game would never become a mass-market phenomenon; a game that would have an impact on the lives of millions of people. Founded in 2010, Supercell is a mobile game developer based in Helsinki, Finland, with offices in … After that, we decided to stay away from launching major games on Midsummer’s Eve or other national holidays :). And we wanted to create them for the widest group of people possible. Since these early days, we’ve killed countless games at various stages of development. All of this is to say that he can see the bigger picture. Last edited by Cobra3345; May 23rd, 2016 at 12:04 PM. In 2016, Supercell reported annual revenues of around €2.11 billion. Founded on May 16, 2010, the company's debut game was the browser game Gunshine.net, and after its release in 2011, Supercell started developing games for mobile devices. In a company blog, CEO Ilkka Paananen stated: As we started to spend more time getting to … So whenever we realize that we haven’t failed in a while, it’s a sign that we haven’t taken enough risks. Our first game was called Gunshine.net. Supercell is a Harvard Business (HBR) ... 200 employees in its Helsinki headquarters and support offices around the world; and now, thanks to an acquisition by Chinese internet/entertainment company Tencent, Supercell has a valuation of $10.2 billion, making it Europe's first "decacorn" (a start-up with a $10 billion or greater value). Supercell is currently a subsidiary of Tencent Holdings Limited, a Chinese multinational company. The concession was later upgraded to cover the whole country, but Supercell operates still a tiny wireless … But one way to fail as a company would be you paralyze yourself. So I said, 'Well if I talk to 50% of the people on the team and they all say it's fine,' and I kept looking. We decided to kill all ongoing productions for web and Facebook and bet the entire company on a strategy that we started to call “tablet first”. A company that not only has hit games in western markets but also in the big eastern markets like Japan, Korea and China. So practically everyone who worked at Supercell was online at their summer cottages answering player support tickets while enjoying the beautiful Midsummer celebrations. Tencent's Supercell Buy Is Huge Overseas Tech Push For A Chinese Company Tencent Holdings Limited confirmed that the company will acquire an 84.3% stake in Supercell for USD8.6 billion, including a 73% stake from Softbank and 11.3% stake from Supercell's employee shareholders and former employee … For global domination, the data seems to indicate that without the Chinese market, no mobile gaming company will be able to compete as the world’s most valuable mobile gaming company. Probably the hardest decision at the time was killing a game with the codename Magic. Supercell (also spelled SUPERCELL) is a Finnish video game company founded in 2010 by Niko Derome, Visa Forsten, Mikko Kodisoja, Lassi Leppinen, Ilkka Paananen and Petri Styrman. Unfortunately, the game never garnered enough player interest to move out of beta, so we had to kill it too. Supercell, the Finnish company behind Clash of Clans, Clash Royale and Brawl Stars, was bought by Tencent in 2016. Our goal is to make the best games – games that … If the Chinese buy sc I'm out. Gunshine wasn’t. When we started planning a mobile version of Gunshine, it quickly became clear that the experience wouldn't be great on the mobile platform. Supercell is a young Finnish smartphone game company with an unusual team structure and company philosophy. It would be an environment with zero bureaucracy. I lkka Paananen, Supercell’s founder, said the deal would allow the company to push into China. Despite all our hard work, we realized Gunshine just wasn't going to be the game we had dreamed of. The Verge reports that the deal is … Since then, the company … And that is truly the biggest possible risk for a creative company like ours. Many things have changed at Supercell along the way. Unfortunately, we slowly started to realize that Gunshine just wasn’t delivering on our original product vision. Supercell the maker of the Clash of Clans, Boom Beach, Clash Royale and HayDay bought by the Chinese tech giant Tencent for US $8.57 billions. On top of that, we borrowed as much money as we could from Tekes, the Finnish government’s technology funding arm. If you continue reading, you’ll see why. A company whose employees will think it’s the best place they’ve ever worked. Supercell vs. Zynga Longer-term. They don’t help when contacted and close chats as they choose not to answer your problems. Being small means you need less management and fewer processes, both of which just make it more fun to work. “As a company we don’t have so much experience with this type of game,” Franzas explains. Later Tencent, the internet conglomerate, acquired up to 84pc of Supercell from the SoftBank as well as … But the core beliefs upon which we founded the company are stronger than ever. In three years, the company's revenues have grown a total of 800 percent, from 78.4 million (2012). People often ask us if there was a specific moment when we realized we had two hits on our hands. Supercell created Hay Day in 2012 and have kept updating the game since then. I kept going, 'Well, if I tell the game lead and he says it's okay then maybe it's okay,' and he was just like, 'Ah, do whatever, it's fine.' Since our launch in 2010, we've brought five games to the global market – Hay Day, Clash of Clans, Boom Beach, Clash Royale and Brawl Stars. Build great teams, and support them in their efforts in order to facilitate their success. We managed to launch the private beta version of Gunshine in February 2011, and the open beta launched a few months later. A bit later on, when we started to hire more people, we managed to fit 15 people to that little room. So technically, Finland is the country behind Clash of Clans’ existence but it is now owned by Tencent, a Chinese firm. Supercell is his second big hit company: before that he founded Sumea, which was acquired by Digital Chocolate, where he became president in the now-defunct bigger studio’s heyday. That’s why we wanted to create an organizational model made up of very small teams, or “cells” as we call them. Today it’s clear that this was the right decision, but in the fall of 2011 it was less obvious. You would think it would get easier over time, especially when you’ve been lucky enough to put out hits like we have. We can make new games that will change how people think about mobile gaming and games in general. Tencent Holdings, a Chinese investment holding company, has acquired 84% of Supercell Supercell, a mobile game development company, in a transaction valuing the company at an equity value of approximately $10.2 billion.. Ilkka Paananen is its current CEO. Otherwise, Supercell games will be confined to a niche audience in China (and the business outlook limited), as it cannot retain the mass audience due to losing the content war to its Chinese market peers. There is no greenlight process from management, no milestone meetings where teams need to justify their project’s existence to finance. Our goal is to make the best games – games that are played by as many people as possible, enjoyed for years and remembered forever. “So we wanted to launch it very early, in a very raw and unfinished state.”. We had a passionate five-member team working on that game day and night for nearly six months straight, and we were all really excited about it. A few of them had garnered some initial interest, but player engagement soon started to wane. Supercell is a collection of these cells. Chinese tech giant Tencent has effectively taken control of Supercell, after increasing its stake in the consortium which owns a majority stake in the company. 'What is the threshold for this is okay to do?' In keeping with this thinking, we killed our first mobile game, Pets vs. Orcs, back in February. "Gaming is a creative business, and it's not about the hours you put in. Also, we realized people play differently on desktop than they do on mobile. We believed in the power of simple, fun game play. That said, we had to start from somewhere, and the most logical place was the platform with the widest reach. We’d like to think that every failure is a unique opportunity to learn, and every lesson will ultimately make us better at what we do. By early 2012, we had five small teams working on new games, all for tablets and mobile. There were two things we really wanted to focus on. It took Clash three months from launch to become the #1 top grossing game in the U.S. And the answer was, 'If you think it's the right thing to do, then do it, but also own it if it ends up being wrong. The game launched globally on June 21st. Supercell and video streaming. To make matters even more complicated, we had already begun developing the next wave of games, which were still aligned with our original cross-platform strategy. For us, it’s clear that releasing hit games means having to take big risks. Sometimes it can happen, but it can't be a rule. '", Development on Brawl Stars began around four years ago, and according to Jon Franzas, a designer and programmer who initially served as the project lead, it changed a lot over that time. At its peak in the summer of 2011, Gunshine had around half a million monthly players. We thought to ourselves: “What if you put together a games company the way you’d put together a professional sports team?” In that type of model, the sole mission of the founders and management would be to acquire the best talent for every single position, create the best possible environment for them, and then get out of the way. The two core pillars around which we wanted to build this longevity would be game play and social. That trust needs to be mutual. Everything else, including financial goals, would be secondary. Supercell Ltd (Finnish: Supercell Oy) is a Finnish mobile game development company based in Helsinki, Finland. And when it comes to social, we just thought games would be more fun when played with friends and other people. Take your favorite fandoms with you and never miss a beat. There is so much more we can do. If it starts to feel like the game isn’t going to work or isn’t fun enough, it’s usually a sign that you should have already killed it. The time had come to make some hard decisions. It’s been an exciting beginning for our company. There is no way I'm going to keep Chinese software on any device. It was a real-time massively multiplayer online role-playing game. One day, when playing around with some iPads we had ordered to the office, we noticed how all of us had fallen in love with this device. To this end, we’ve opened offices in Tokyo, Seoul and Shanghai, and we’ve been pleasantly surprised at how warmly our games have been received there. We can make our existing games much better. Supercell is a mobile game developer based in Helsinki, Finland, with offices in San Francisco, Seoul and Shanghai. In the summer of 2010, Supercell was born. Our initial funding came from the founders investing their savings into the company. We also started to plan a mobile/tablet version of the game. And we want to build a company that will last for decades. The truth is there wasn’t. If the team's working independently, it can't work without trust. 2011: Gunshine.net/Zombies Online (discontinued). Clash of Clans launched globally in August 2012. We're in a creative business and I just can't believe that people would come up with creative ideas if they're really, really tired or at risk of being burned out.”, "I kept looking for approval. As such, our explicit goal is to keep the company as small as possible. Often times when teams become bigger, processes, bureaucracy and even politics emerge, and the work just isn’t fun anymore. Many of us were fans of real-time strategy games and had played them online and on other platforms. But in the end we killed it and started to work on something new for tablets. Of course, sometimes you need to put in long hours, and the Brawl Stars team has been working super hard over the last two months. Our first office was in Niittykumpu in Espoo, Finland. But Hay Day was different. Supercell Oy, or Supercell, is a mobile development firm that is based in Helsinki, Finland. And more than anything, we can create a different kind of a company – the company we’ve always dreamed of. Our goal was to develop a next generation farming game, specifically designed for touch and mobile from the ground up. In 2013, the Japanese group SoftBank bought a stake of 54pc in the Supercell. Tencent, a Chinese multinational company, was a part of the Luxembourg consortium which acquired an 81.4% stake in Supercell in 2016. We had a big problem with our product strategy, too. We’d learned a lot since Gunshine failed, and one of the most important lessons was this: It’s usually better to kill games earlier rather than later. Supercell (also spelled SUPERCELL) is a Finnish video game company founded in 2010 by Niko Derome, Visa Forsten, Mikko Kodisoja, Lassi Leppinen, Ilkka Paananen and Petri Styrman. The first was user interface; we wanted to the most of swipe and other controls specific to touch. We still believe in the power of extremely small and independent teams of passionate people. To us, it still feels like very early days, both for Supercell as a company and mobile gaming as an industry. Thus making Tencent a majority stakeholder in the company, which is itself a Chinese company. And we wanted to use some of the unique characteristics of the touch interface to create a very special gaming experience on tablets. Back then, the founders had no idea what the company would become. Our dream is to create games that people will remember and hopefully even play for decades. Supercell is a mobile phone network in the North Kivu owned by Supercell SPRL.. Supercell was originally granted a regional 900/1800 GSM-licence for the eastern part of the Congo and startet services in July 2002. Both Clash and Hay Day grew steadily from day one. But the fact is we’ve been lucky enough that our financial success has given us a unique opportunity to think very long term, be very patient, take big risks and do things that most people haven’t done before. Of course, taking risks isn’t only limited to creating games. We’ve found that the best quality work comes from small teams in which every member is passionate about what they do. In addition to Clash, Hay Day and Boom Beach, the only two games that have managed to proceed to beta and launch globally are Clash Royale and Brawl Stars. We fundamentally believe in the power of “small”. As time passed, we shifted our strategy to “mobile first” as smartphones have grown and it became increasingly difficult to distinguish them from tablets. Supercell is a mobile game developer based in Helsinki, Finland, with offices in San Francisco, Seoul and Shanghai. It really never ceases to amaze us how incredibly difficult it is to design new games. Remember, our original vision was to create cross-platform gaming services, so the idea was that one day players would be able to enter the world of Gunshine via desktop web, Facebook, tablet and mobile. Another game was a farming game codenamed Soil, which would later be named Hay Day. Today, there's 280 of us working across our five offices. But that can't be the de facto way of working. If Supercell can achieve a breakthrough here – it will be the kind of boost it needs to reclaim growth. It looked amazing, and it was a game that had never been seen before on Facebook. The Hay Day beta went live in Canada in May 2012. It was too hard to get into the game if you hadn’t played similar types of games before. Supercell Oy, or Supercell, is a mobile development firm that is based in Helsinki, Finland. Supercell is currently a subsidiary of Tencent Holdings Limited, a Chinese multinational company. And other people codenamed Soil, which is itself a Chinese multinational company our product strategy too... We don’t have so much experience with this type of game play accessible to the widest possible.. The big eastern markets like japan, Korea and China at the time had to... 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