
Game Systems Designer, Clash of Clans - Supercell Oy
Game Systems Designer
Tap this card for salary charts and full compensation details.
Expand to unlock full salary context
See benchmark placement, pay-band comparison graph, and localized salary narrative.
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
| Location | Active listings |
|---|---|
| Helsinki, Finland | 221 |
| London, United Kingdom | 54 |
| Remote - Global | 23 |
| Shanghai, China | 5 |
| Seoul, Korea | 3 |
| San Francisco, USA | 3 |
| San Francisco, United States | 2 |
| Remote - Europe | 2 |
| Seoul, South Korea | 2 |
| London, UK | 2 |
| Role type | Active listings |
|---|---|
| Software Engineer | 35 |
| Human Resources Specialist | 24 |
| Marketing Specialist | 17 |
| Product Manager | 16 |
| Data Scientist | 5 |
| Product Designer | 4 |
| Data Analyst | 4 |
| Game Designer | 4 |
| Game Programmer | 4 |
| Intern | 4 |
| Data Engineer | 4 |
| Project Manager | 3 |
| Manager | 3 |
| Researcher | 3 |
| Designer | 3 |
| Community Manager | 3 |
| Company | 2 |
| Live Ops Designer | 2 |
| Marketing Producer | 2 |
| Content Production Manager | 2 |
| Live Ops Manager | 2 |
| Market & Competitor Intelligence Analyst | 2 |
| Server Engineer | 2 |
| Tools & Automation Lead | 2 |
| Product Marketing Manager | 2 |
| Lead Audio Designer | 2 |
| Senior Game Producer | 2 |
| Chief of Staff | 2 |
| Product Manager Intern | 2 |
| Security Engineer | 1 |
| Senior Software Engineer | 1 |
| Marketing Intern | 1 |
| Regional Marketing Lead | 1 |
| Build Engineer | 1 |
| Corporate Brand Manager | 1 |
| Product Support Manager | 1 |
| Payments Manager | 1 |
| Art Lab Lead | 1 |
| Data Engineer Intern | 1 |
| Healthcare Professional | 1 |
| Senior Rendering Engineer | 1 |
| Investments Intern | 1 |
| Coordinator | 1 |
| Concept Artist | 1 |
| Relocation & Family Support Specialist | 1 |
| Office Operations Lead | 1 |
| Content pipeline engineer | 1 |
| Game Developer | 1 |
| Artist | 1 |
| Living in London | 1 |
| Product Marketing | 1 |
| Accountant | 1 |
| LLM Engineer | 1 |
| Senior Performance Marketing Manager | 1 |
| Strategic Insights Analyst | 1 |
| Office | 1 |
| Monetization Manager | 1 |
| Embedded Web Engineer | 1 |
| Game Producer | 1 |
| Lead | 1 |
| Esports Manager | 1 |
| Senior Accounts Payable Manager | 1 |
| Workforce Manager | 1 |
| Creative Producer | 1 |
| Job opportunities | 1 |
| Joining Supercell | 1 |
| Communications Specialist | 1 |
| Benefits Manager | 1 |
| Senior Game Tester | 1 |
| Art Director | 1 |
| Vice President | 1 |
| Platform Partnerships | 1 |
| Business Manager | 1 |
| Team Support Lead | 1 |
| System Analyst | 1 |
| Senior VFX Artist | 1 |
| Platform Partnerships Manager | 1 |
| App Store Optimization Lead | 1 |
| Performance Marketing Manager | 1 |
| Head of R&D | 1 |
| 3D Character Artist | 1 |
| Game Lead | 1 |
| Senior Server Engineer | 1 |
| Head of Entertainment & Partnerships | 1 |
| Technical Lead | 1 |
| Game Artist | 1 |
| Head of Tech & Quality | 1 |
| Meta Programmer | 1 |
| DevOps Engineer | 1 |
| Technical Artist | 1 |
| Senior Product Manager | 1 |
| Engine Programmer | 1 |
| Animator | 1 |
| Office Positions | 1 |
| Tools Programmer | 1 |
| Transformation Lead | 1 |
| Data & Insights Lead | 1 |
| Head of Performance Marketing | 1 |
| Server Tools Lead | 1 |
| Careers | 1 |
| Role level | Active listings |
|---|---|
| Mid-Level | 59 |
| Manager | 12 |
| Senior | 8 |
| Intern | 2 |
| Executive | 1 |
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%.
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
