Game Systems Designer, Clash of Clans
Supercell
| Company | Supercell |
| Category | Design |
| Location | Helsinki |
| Remote | Hybrid |
| Employment | Not stated |
| Level | Not stated |
| Salary | Not stated by the employer |
| Posted | 12 Jun 2026 |
| Last verified | 9 Aug 2026 |
| Source | Employer ATS (ashby) |
Description
Barbarian Football World Cup 2026 [https://media.ffycdn.net/eu/supercell/7nDQMGUvNkY96Jef9cS5.png?width=2400]
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. THIS ROLE EXISTS FOR THE PARTS OF THE GAME THAT DON'T EXIST YET.
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.
The unusual part of this brief is the dual audience. 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.
HOW WE WORK
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.
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WHAT YOU'LL BE DOING
- Design 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.
- 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 let live performance, player feedback, and community insight tell you what to do next.
- 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.
WHAT YOU HAVE
- Strong systems design experience, ideally on a live game. You've worked on progression systems, player motivation loops, rewards, economies, onboarding, retention, or other systems that shape how players engage with a game over time.
- A genuine player-first mindset, you start from player motivation and value, not from the mechanic.
- Comfort with analytics and A/B testing, you can read the data, design the test, and act on the result without waiting to be handed a readout.
- Demonstrated ability to take ambiguous, open-ended problems and turn them