Mobile gaming horizons: Taking a look from the top
summary
Supercell describes a concrete pipeline: teams form around pitches, build 2–4 months prototypes, hit a company playable milestone for whole-company feedback, then scale to 6–8 people for alpha, set KPI targets, run closed beta and use live metrics to kill or scale. Company stays small (about 240 people), treats cells as autonomous studios, partners with investors (SoftBank, Tencent) and funds external indie teams; early wins include Heyday and Clash of Clans launching weeks apart and a million players in Crown Championships.
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chapters (5)
- 0:00Start
- 3:41One Button Gameplay Games
- 27:03Cell Structures
- 35:47Esports
- 37:41How Do You Deal with Shared Resources
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