We have some very ambitious ideas about how games can be marketed to the global populations of more than a billion gamers on mobile today. The company can offer users a seamless integration to make in-app purchases, which can be a huge boost in revenue for Supercell and open more opportunities in China’s market. Of course, taking risks isn’t only limited to creating games. Supercell Ltd (Finnish: Supercell Oy) is a Finnish mobile game development company based in Helsinki, Finland. 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 … We can make new games that will change how people think about mobile gaming and games in general. At its peak in the summer of 2011, Gunshine had around half a million monthly players. Supercell is a mobile game developer based in Helsinki, Finland, with offices in San Francisco, Seoul and Shanghai. Last edited by Cobra3345; May 23rd, 2016 at 12:04 PM. 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.. Supercell was founded on 16th May 2010 and is currently a mobile game development company based in Helsinki, Finland. We also wanted to make the game as social as possible. In 2013, the Japanese group SoftBank bought a stake of 54pc in the Supercell. When we started planning a mobile version of Gunshine, it quickly became clear that the experience wouldn't be great on the mobile platform. Ilkka Paananen is its current CEO. “As a company we don’t have so much experience with this type of game,” Franzas explains. On top of that, we borrowed as much money as we could from Tekes, the Finnish government’s technology funding arm. We also started to plan a mobile/tablet version of the game. They don’t help when contacted and close chats as they choose not to answer your problems. At some point we realized that for the first time in the history of gaming it’s now possible to create a truly global games company. Thus making Tencent a majority stakeholder in the company, which is itself a Chinese company. Another game was a farming game codenamed Soil, which would later be named Hay Day. Tencent, a Chinese multinational company, was a part of the Luxembourg consortium which acquired an 81.4% stake in Supercell in 2016. Since then, the company … Supercell is a collection of these cells. A company that not only has hit games in western markets but also in the big eastern markets like Japan, Korea and China. What all of the above requires is time and patience. 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. Each game comes from a cell, and they all operate extremely independently and have complete control over their own roadmap. 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). 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. There is no way I'm going to keep Chinese software on any device. 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. Supercell Oy, or Supercell, is a mobile development firm that is based in Helsinki, Finland. Unfortunately, we slowly started to realize that Gunshine just wasn’t delivering on our original product vision. So practically everyone who worked at Supercell was online at their summer cottages answering player support tickets while enjoying the beautiful Midsummer celebrations. Gunshine wasn’t. 2011: Gunshine.net/Zombies Online (discontinued). Supercell has made the following games so far: Hay Day Wiki is a FANDOM Games Community. At some point there was no room for our CEO Ilkka anymore, so he had to move out. 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. We managed to launch the private beta version of Gunshine in February 2011, and the open beta launched a few months later. But later on, our thinking changed completely. If you continue reading, you’ll see why. 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. 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.' The time had come to make some hard decisions. Our first game was called Gunshine.net. We didn’t create this company to make money. The two core pillars around which we wanted to build this longevity would be game play and social. A company whose employees will think it’s the best place they’ve ever worked. We used this simple sentence to describe our idea of a new kind of games company that would put people front and center. We want to find exciting new ways to tell everyone on the planet about our games. 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. 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. Over the years, we realised that even more important than having the best people is having the best teams – just as in sports, where World Cups and Championships are won by teams, not individuals. 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. We’ve been so incredibly fortunate, and that’s allowed us to help others around us. 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. That’s why we wanted to create an organizational model made up of very small teams, or “cells” as we call them. The first was user interface; we wanted to the most of swipe and other controls specific to touch. We had a big problem with our product strategy, too. The Hay Day beta went live in Canada in May 2012. Chinese internet giant Tencent is set to acquire a controlling stake in mobile game developer Supercell, in a deal pegged at $8.6 billion. That trust needs to be mutual. All of this is to say that he can see the bigger picture. Our threshold for releasing anything to beta should be low, but our bar for releasing anything globally should be high. We believed in the power of simple, fun game play. Today, Supercell confirmed the news that it is being acquired by Tencent. This game would never become a mass-market phenomenon; a game that would have an impact on the lives of millions of people. So the role of management in an upside structure? Back then, the founders had no idea what the company would become. The concession was later upgraded to cover the whole country, but Supercell operates still a tiny wireless … 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. The sad truth was that this was not a game that anyone would play for years. But Hay Day was different. So whenever we realize that we haven’t failed in a while, it’s a sign that we haven’t taken enough risks. But in the end we killed it and started to work on something new for tablets. They just knew they wanted to make great games that people would play for years. Founded in 2010, Supercell is a mobile game developer based in Helsinki, Finland, with offices in … Our goal was to develop a next generation farming game, specifically designed for touch and mobile from the ground up. By early 2012, we had five small teams working on new games, all for tablets and mobile. 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. And, finally, a company that not only does good for its players, employees and shareholders, but also for the greater community around it. Supercell - 84.3 percent: Tencent's $8.6 billion dollar investment in this Finnish mobile developer is one of the biggest purchases in videogame history. In a company blog, CEO Ilkka Paananen stated: As we started to spend more time getting to … Our organizational model is optimized for speed and passion, not for control. Supercell is currently a subsidiary of Tencent Holdings Limited, a Chinese multinational company. Teams can kill their games and move on if deemed necessary. Just ... Tencent are in early talks with softbank for supercell. 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. In keeping with this thinking, we killed our first mobile game, Pets vs. Orcs, back in February. Many of us were fans of real-time strategy games and had played them online and on other platforms. 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. Its codename was...Magic; a codename that later gave the name Clash of Clans, as you know. And more than anything, we can create a different kind of a company – the company we’ve always dreamed of. Supercell is a young Finnish smartphone game company with an unusual team structure and company philosophy. “So we wanted to launch it very early, in a very raw and unfinished state.”. 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. Many of us even longed for the golden days of PC gaming when games were all about great game play. Supercell, the Finnish company behind Clash of Clans, Clash Royale and Brawl Stars, was bought by Tencent in 2016. The second was social, which lead us to design a real-time trading mechanism where players could buy and sell ingredients amongst themselves. And we killed a game codenamed “Tower” later in the spring. '", 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. Supercell is a young Finnish smartphone game company with an unusual team structure and company philosophy. Many of us had been big fans of games like World of Warcraft, which most people play for years, not just weeks or months. The game launched globally on June 21st. The engagement was crazy from day one, and it just kept growing. The Verge reports that the deal is … For us, it’s clear that releasing hit games means having to take big risks. They would be games that almost everyone could get into. It was too hard to get into the game if you hadn’t played similar types of games before. And by definition, taking those risks means that you’ll fail more often than you’ll succeed. It would be an environment with zero bureaucracy. That said, we had to start from somewhere, and the most logical place was the platform with the widest reach. We fundamentally believe in the power of “small”. If you never ship anything to real players, you never learn, and you never achieve ultimate quality. You would think it would get easier over time, especially when you’ve been lucky enough to put out hits like we have. As time passed, we shifted our strategy to “mobile first” as smartphones have grown and it became increasingly difficult to distinguish them from tablets. 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. Being small means you need less management and fewer processes, both of which just make it more fun to work. One thing we fundamentally believe in is that how we ultimately achieve the best quality is we learn as quickly as possible. 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. 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. 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. Chinese Internet giant Tencent added to its massive gaming portfolio this week by attaining majority control over Helsinki-based Supercell, the studio behind Clash of Clans and Clash Royale. Supercell is a mobile game developer based in Helsinki, Finland, with offices in San Francisco, Seoul and Shanghai. If the Chinese buy sc I'm out. The truth is there wasn’t. 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. 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. Supercell is currently a subsidiary of Tencent Holdings Limited, a Chinese multinational company. Clash of Clans launched globally in August 2012. Our dream was to create game services with longevity like that. Mobile games have to be fun even if you only have a few minutes to play. And we wanted to use some of the unique characteristics of the touch interface to create a very special gaming experience on tablets. Usually they get killed after a milestone we call a “company playable”, which means that the team releases the game for everyone in the company to play. Supercell Oy, or Supercell, is a mobile development firm that is based in Helsinki, Finland. Japan's SoftBank values Supercell at $10.2 billion. Yes, Supercell is a company based in Finland but as per Forbes Report in June 16, Tencent Games acquires a majority of 81.4% interest in Supercell at a valuation of $10.2 Billion. And that is truly the biggest possible risk for a creative company like ours. People often ask us if there was a specific moment when we realized we had two hits on our hands. In three years, the company's revenues have grown a total of 800 percent, from 78.4 million (2012). Our goal is to make the best games – games that … It looked amazing, and it was a game that had never been seen before on Facebook. There is no greenlight process from management, no milestone meetings where teams need to justify their project’s existence to finance. Also, we realized people play differently on desktop than they do on mobile. If developers are afraid of failing because there will be consequences, then they won't take risks. If Supercell is in the hands of Tencent, the Chinese giant will become one of the dominant publishers for global games with some of … Sometimes it can happen, but it can't be a rule. We would modify it later for smartphones. What’s cool though is that these people come from over 30 different countries, which helps us build a truly multicultural and global environment. The Chinese company will acquire SoftBank’s investment in Supercell, while the game developer will retain its operational independence. We’ve found that the best quality work comes from small teams in which every member is passionate about what they do. To us, it still feels like very early days, both for Supercell as a company and mobile gaming as an industry. There is so much more we can do. It was a real-time massively multiplayer online role-playing game. It’s been an exciting beginning for our company. Both Clash and Hay Day grew steadily from day one. An important part of our original product vision, back in May 2010 when we got started, was the idea of building cross platform gaming services – games that you could log into and play from any device. I lkka Paananen, Supercell’s founder, said the deal would allow the company to push into China. In short, today we believe that the best quality can only be achieved by focusing on one platform at a time. "Gaming is a creative business, and it's not about the hours you put in. 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. A bit later on, when we started to hire more people, we managed to fit 15 people to that little room. To do so, they would create a new kind of gaming company. 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. 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. And at that time, that platform was desktop web and Facebook, so we started to build the game on top of Flash technology. If Supercell can achieve a breakthrough here – it will be the kind of boost it needs to reclaim growth. But the reality is that this is just the beginning. 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. We started to call it “the ultimate games platform”. Probably the hardest decision at the time was killing a game with the codename Magic. Ilkka Paananen is its current CEO. Nothing is ever good enough and you don’t put anything out. 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