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Supercell CEO Ilkka Paananen reveals why his team kills most of their games and how that ruthless approach led to Clash of Clans, Clash Royale, and Brawl Stars. In this episode, Ilkka explains how flipping the org chart created a culture where small, independent teams can take big creative swings and why the CEO should get out of the way.
🧠 Topics Covered:
- Why Supercell kills ~90% of the games they make
- How a failed Facebook game led to Clash of Clans
- Letting small teams make big decisions
- Building a company where players come first
- Culture vs. process: how to actually build legendary teams
- The mindset of founders who beat the odds
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Chapters:
0:00 -
0:55 – Supercell’s Reputation for Killing Games
0:55 -
5:05 – Building a Unique Company Culture
5:05 -
6:30 – The Importance of Documenting Values Early
6:30 -
7:45 – Finding Top Talent Before Success
7:45 -
10:30 – Structuring Teams for New vs. Live Games
10:30 -
12:00 – Pivoting from Web to Mobile
12:00 -
13:45 – Evolving Game Quality Standards
13:45 -
16:30 – Founder Advice on Product-Market Fit
16:30 -
20:25 – Crafting a Bold Pitch and Common Mistakes
20:25 -
26:00 – Gaming Trends, AI, and Future Opportunities
26:00 -
28:30 – Disruption, Innovation, and Closing Thoughts
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