![]() ![]() Brainstorming has become more difficult because it no longer happens organically and it’s harder to have fluid conversation over Zoom. For instance, we had a number of new joiners to Supercell who had difficulty getting to know their teammates and learning Supercell’s culture remotely. Since we rely so much on the creativity of Supercellians and their teams, we’ve had very specific challenges adjusting. That’s when our CFO/COO Janne said: “Since we’ve been forced into working remotely, we might as well try to get really good at it.” They had to put an effort into connecting with each other, online. All of a sudden, people in our “cells” were no longer able to just turn around and talk to their colleagues. Instead of four offices, we now had over 300 home offices. ![]() Supercell is known for small independent game teams or “cells” that sit together in their own space working on their own game, so this was a slightly bigger change for us than what it may sound like. Like every other company in our business, when COVID-19 struck, we shifted to remote work. Going from Four Offices to More Than 300 Home Offices But what really mattered the most about last year is that I think we can look back and appreciate how much groundwork we managed to lay for Supercell’s future. And our investee companies are putting out better and better games, which I’ll get back to later. We also achieved some incredible milestones with our total installs across all five games crossing 5 billion, and Brawl Stars getting so much love it became our fifth game to hit $1 billion in total gross sales. We saw our monthly active players increase year-on-year. We know we can still make our company, our teams and our games so much better – we believe that our best days are still ahead of us!ĭespite not releasing any new games, 2020 was a good year for us. ![]() Last year our company turned ten, but it still feels like early days for us. We at Supercell continue to stay focused on our mission to create games that are played for years and remembered forever. The challenges we’ve faced are tiny compared to so many others, and we hope that our games have provided moments of happiness to our players and helped them stay (safely) connected with friends during the pandemic. We, of course, are incredibly lucky to work in the games business. At this time last year, when I wrote about 2019, we had no idea that COVID-19 was about to change everything. ![]()
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