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Game Systems Designer, Clash of Clans - Supercell Oy

Game Systems Designer

Posted: June 16, 2026
Posted today
Last seen in crawl: June 16, 2026 (today)
Estimated Expiry: July 21, 2026
Field
Role & Management
Role Level:Mid-Level
Job Type
Required Languages

Job Description

Clash of Clans is our biggest and longest-running live game and after more than a decade, we're still asking what it can become. We're looking for a Game Systems Designer to join a Clash feature team focused on zero-to-one: new systems, progression loops, and player experiences built from a blank page rather than iterations on what's already live. You'll take open-ended questions; “How do we make a player's first hour unmissable? How do we make progression feel rewarding rather than like a wall?” and turn them into concrete, shippable design. You need real conviction about what works for Clash's current players, while exploring how Clash becomes relevant and attractive to audiences who've never played it. Holding both at once, without breaking faith with either, is the heart of the job. This is a role in equal parts quantitative and creative. The best ideas here are imaginative and survive contact with data. You should be as comfortable sketching a bold new system as you are reading a retention curve, designing an A/B test, and reading what it tells you. At Supercell, the best games come from small, independent teams with full creative freedom and real accountability, we call them cells. We greenlight teams, not ideas, and we default to trust over control. That means you'll own your work end-to-end, make the calls closest to the player yourself, and own the outcome, the wins and the misses both. Our quality bar is extraordinarily high. We shoot for the moon, and when something isn't reaching it, we have the courage to kill it and start over and we celebrate the attempt, because the only real failure is to stop taking risks. We pair that ambition with humility: we give and ask for direct, constructive feedback, because clear is kind, and we stay curious in the belief that however good the work is today, it can be better tomorrow. Players and Supercell first, team second, ego last. You’ll be doing design of new systems and player journeys end-to-end, from a blank page through concept, design, live release, and iteration. This could include progression systems, onboarding experiences, re-engagement flows, rewards, and other core parts of the player experience. You will tackle the hard player journeys: new-user onboarding, re-engagement flows for lapsed players, funnel optimization, and progression systems that feel genuinely rewarding to advance through. You will hold both audiences at once, designing that serves Clash's existing players while opening doors for players who've never touched the game. You will balance creativity with data, form hypotheses, design experiments, run A/B tests, and interpret live performance, player feedback, and community insight. You will own the player-first vision for your work, synthesizing community, creator, analytics, and team signals into experiences that fit the whole game rather than bolt onto it. You will drive execution with autonomy, push your work forward with minimal hand-holding, and bring the team with you. You have strong systems design experience, ideally on a live game, with experience on progression systems, player motivation loops, rewards, economies, onboarding, retention, or other systems that shape how players engage with a game over time. You have a genuine player-first mindset, comfort with analytics and A/B testing, and the ability to turn ambiguous problems into concrete design proposals. You have excellent communication and collaboration skills, a proactive sense of ownership, an eye for detail, and humility to kill your own good ideas when data or player feedback suggests so. You have a passion for games and a real appreciation for mobile. Background in progression systems, game economies, and long-term player motivation, experience designing new-user flows, re-engagement flows, funnel optimization, or progression revamps, and love Clash of Clans or are excited to fall in love with it are a plus. The role is based in Helsinki or London, with travel expected between offices. We support relocation from anywhere. We value applications from candidates with great skills and experience, even if they second-guess themselves. We are committed to diversity and inclusion. Apply through the form on the page.

Company Information

Supercell Oy logo
Computer consultancy activities
Jätkäsaarenlaituri 1, 00180 Helsingfors
Business ID: 2336509-6
Headcount: 481
Current open roles at Supercell Oy on JobCrawls
LocationActive listings
Helsinki, Finland221
London, United Kingdom54
Remote - Global23
Shanghai, China5
Seoul, Korea3
San Francisco, USA3
San Francisco, United States2
Remote - Europe2
Seoul, South Korea2
London, UK2
Current role mix at Supercell Oy on JobCrawls
Role typeActive listings
Software Engineer35
Human Resources Specialist24
Marketing Specialist17
Product Manager16
Data Scientist5
Product Designer4
Data Analyst4
Game Designer4
Game Programmer4
Intern4
Data Engineer4
Project Manager3
Manager3
Researcher3
Designer3
Community Manager3
Company2
Live Ops Designer2
Marketing Producer2
Content Production Manager2
Live Ops Manager2
Market & Competitor Intelligence Analyst2
Server Engineer2
Tools & Automation Lead2
Product Marketing Manager2
Lead Audio Designer2
Senior Game Producer2
Chief of Staff2
Product Manager Intern2
Security Engineer1
Senior Software Engineer1
Marketing Intern1
Regional Marketing Lead1
Build Engineer1
Corporate Brand Manager1
Product Support Manager1
Payments Manager1
Art Lab Lead1
Data Engineer Intern1
Healthcare Professional1
Senior Rendering Engineer1
Investments Intern1
Coordinator1
Concept Artist1
Relocation & Family Support Specialist1
Office Operations Lead1
Content pipeline engineer1
Game Developer1
Artist1
Living in London1
Product Marketing1
Accountant1
LLM Engineer1
Senior Performance Marketing Manager1
Strategic Insights Analyst1
Office1
Monetization Manager1
Embedded Web Engineer1
Game Producer1
Lead1
Esports Manager1
Senior Accounts Payable Manager1
Workforce Manager1
Creative Producer1
Job opportunities1
Joining Supercell1
Communications Specialist1
Benefits Manager1
Senior Game Tester1
Art Director1
Vice President1
Platform Partnerships1
Business Manager1
Team Support Lead1
System Analyst1
Senior VFX Artist1
Platform Partnerships Manager1
App Store Optimization Lead1
Performance Marketing Manager1
Head of R&D1
3D Character Artist1
Game Lead1
Senior Server Engineer1
Head of Entertainment & Partnerships1
Technical Lead1
Game Artist1
Head of Tech & Quality1
Meta Programmer1
DevOps Engineer1
Technical Artist1
Senior Product Manager1
Engine Programmer1
Animator1
Office Positions1
Tools Programmer1
Transformation Lead1
Data & Insights Lead1
Head of Performance Marketing1
Server Tools Lead1
Careers1
Current role-level mix at Supercell Oy on JobCrawls
Role levelActive listings
Mid-Level59
Manager12
Senior8
Intern2
Executive1

Supercell Oy appears in 317 indexed job postings in JobCrawls' Finland dataset since October 2023. In that historical index, the strongest location signals for this employer are Helsinki, Finland, London, United Kingdom, and Remote - Global.

About

Includes details from the Finnish Trade Register.

Osakeyhtiö

Computer consultancy activities

Financial Overview (2024)

Supercell Oy was profitable in 2024 with revenue of €1694.5M and a profit margin of 0.1%.

€1694.5MRevenue€239.9MProfit0.1%Profit Margin

Data shown is based on historical job postings from our database.

Job Details

Responsibilities

  • Design new systems and player journeys end-to-end, from a blank page through concept, design, live release, and iteration
  • Tackle the hard player journeys: new-user onboarding, re-engagement flows for lapsed players, funnel optimization, and progression systems that feel genuinely rewarding to advance through
  • Hold both audiences at once, design that serves Clash's existing players while opening doors for players who've never touched the game
  • Balance creativity with data, form a hypothesis, design the experiment, run the A/B test, and interpret live performance, player feedback, and community insight
  • Own the player-first vision for your work, synthesizing community, creator, analytics, and team signals into experiences that fit the whole game rather than bolt onto it
  • Drive execution with autonomy, push your work forward with minimal hand-holding, and bring the team with you

Requirements

  • Strong systems design experience, ideally on a live game
  • Experience on progression systems, player motivation loops, rewards, economies, onboarding, retention
  • Ability to turn ambiguous, open-ended problems into concrete design proposals
  • Excellent communication and collaboration skills
  • Proactive ownership and attention to detail
  • Passion for games and mobile

Skills & Technologies

Systems designA/B testingData analysisGame economy designPlayer motivationMobile game development
14 hours agoContent Complete

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