is supercell a chinese company

In short, today we believe that the best quality can only be achieved by focusing on one platform at a time. Tencent, a Chinese multinational company, was a part of the Luxembourg consortium which acquired an 81.4% stake in Supercell in 2016. Many of us even longed for the golden days of PC gaming when games were all about great game play. Sometimes it can happen, but it can't be a rule. Chinese tech giant Tencent has effectively taken control of Supercell, after increasing its stake in the consortium which owns a majority stake in the company. Remember, our original vision was to create cross-platform gaming services, so the idea was that one day players would be able to enter the world of Gunshine via desktop web, Facebook, tablet and mobile. We had a passionate five-member team working on that game day and night for nearly six months straight, and we were all really excited about it. After that, we decided to stay away from launching major games on Midsummer’s Eve or other national holidays :). It also became clear that our problem wasn’t just with Gunshine. A company that not only has hit games in western markets but also in the big eastern markets like Japan, Korea and China. That’s why we wanted to create an organizational model made up of very small teams, or “cells” as we call them. It was a real-time massively multiplayer online role-playing game. We didn’t create this company to make money. But the core beliefs upon which we founded the company are stronger than ever. At some point there was no room for our CEO Ilkka anymore, so he had to move out. Yes, Supercell is a company based in Finland but as per Forbes Report in June 16, Tencent Games acquires a majority of 81.4% interest in Supercell at a valuation of $10.2 Billion. Supercell and video streaming. Unfortunately, the game never garnered enough player interest to move out of beta, so we had to kill it too. Today, there's 280 of us working across our five offices. With Magic, our original goal was make this type of game play accessible to the widest possible audience. Nothing is ever good enough and you don’t put anything out. It was pretty far from Silicon Valley, but we had everything we needed: one 30-square-meter room, six desks we got from a recycling center, and of course a coffee maker. Tencent's Supercell Buy Is Huge Overseas Tech Push For A Chinese Company Tencent Holdings Limited confirmed that the company will acquire an 84.3% stake in Supercell for USD8.6 billion, including a 73% stake from Softbank and 11.3% stake from Supercell's employee shareholders and former employee … Our goal was to develop a next generation farming game, specifically designed for touch and mobile from the ground up. We also wanted to make the game as social as possible. In June 2016 Tencent announced a deal to acquire 84.3% of Supercell with USD 8.6 billion. We want to find exciting new ways to tell everyone on the planet about our games. But Hay Day was different. The Hay Day beta went live in Canada in May 2012. We decided to kill all ongoing productions for web and Facebook and bet the entire company on a strategy that we started to call “tablet first”. Teams can kill their games and move on if deemed necessary. We're in a creative business and I just can't believe that people would come up with creative ideas if they're really, really tired or at risk of being burned out.”, "I kept looking for approval. They just knew they wanted to make great games that people would play for years. Chinese Internet giant Tencent added to its massive gaming portfolio this week by attaining majority control over Helsinki-based Supercell, the studio behind Clash of Clans and Clash Royale. For global domination, the data seems to indicate that without the Chinese market, no mobile gaming company will be able to compete as the world’s most valuable mobile gaming company. We have some very ambitious ideas about how games can be marketed to the global populations of more than a billion gamers on mobile today. Everyone who worked at Supercell at that time will definitely remember this exact date because it happened to be Midsummer’s Eve, one of the biggest public celebrations in Finland. The second was social, which lead us to design a real-time trading mechanism where players could buy and sell ingredients amongst themselves. There were two things we really wanted to focus on. Everything else, including financial goals, would be secondary. And we killed a game codenamed “Tower” later in the spring. Mobile games have to be fun even if you only have a few minutes to play. Chinese company Tencent has agreed to buy a majority stake in Clash of Clans developer Supercell. We started to call it “the ultimate games platform”. If it starts to feel like the game isn’t going to work or isn’t fun enough, it’s usually a sign that you should have already killed it. And we started to understand just how different this platform truly was; if we really wanted to create the best possible games for this platform we could focus on nothing else. To make matters even more complicated, we had already begun developing the next wave of games, which were still aligned with our original cross-platform strategy. We’d learned a lot since Gunshine failed, and one of the most important lessons was this: It’s usually better to kill games earlier rather than later. Today it’s clear that this was the right decision, but in the fall of 2011 it was less obvious. The fifth game we’d been working on was called Battle Buddies, a player vs. player tactical shooting game inspired by games such as UFO: Enemy Unknown. Gunshine wasn’t. In addition to Clash, Hay Day and Boom Beach, the only two games that have managed to proceed to beta and launch globally are Clash Royale and Brawl Stars. There is so much more we can do. And more than anything, we can create a different kind of a company – the company we’ve always dreamed of. Supercell - 84.3 percent: Tencent's $8.6 billion dollar investment in this Finnish mobile developer is one of the biggest purchases in videogame history. We’ve found that the best quality work comes from small teams in which every member is passionate about what they do. There is no way I'm going to keep Chinese software on any device. By early 2012, we had five small teams working on new games, all for tablets and mobile. “So we wanted to launch it very early, in a very raw and unfinished state.”. Its games were already among the top 50 grossing games in China at this point, but since the acquisition, its success in China has grown, no doubt improved by Tencent’s … Take your favorite fandoms with you and never miss a beat. But the reality is that this is just the beginning. As time passed, we shifted our strategy to “mobile first” as smartphones have grown and it became increasingly difficult to distinguish them from tablets. “As a company we don’t have so much experience with this type of game,” Franzas explains. In 2016, Supercell reported annual revenues of around €2.11 billion. And by definition, taking those risks means that you’ll fail more often than you’ll succeed. 2011: Gunshine.net/Zombies Online (discontinued). Supercell was founded on 16th May 2010 and is currently a mobile game development company based in Helsinki, Finland. Being small means you need less management and fewer processes, both of which just make it more fun to work. You would think it would get easier over time, especially when you’ve been lucky enough to put out hits like we have. But later on, our thinking changed completely. Of course, sometimes you need to put in long hours, and the Brawl Stars team has been working super hard over the last two months. But that can't be the de facto way of working. Tencent Holdings, a Chinese investment holding company, has acquired 84% of Supercell Supercell, a mobile game development company, in a transaction valuing the company at an equity value of approximately $10.2 billion.. That’s why we have a tradition of celebrating these lessons by drinking champagne every time we screw up. A few of them had garnered some initial interest, but player engagement soon started to wane. Supercell is a mobile phone network in the North Kivu owned by Supercell SPRL.. Supercell was originally granted a regional 900/1800 GSM-licence for the eastern part of the Congo and startet services in July 2002. Later Tencent, the internet conglomerate, acquired up to 84pc of Supercell from the SoftBank as well as … This game would never become a mass-market phenomenon; a game that would have an impact on the lives of millions of people. They would be games that almost everyone could get into. So I said, 'Well if I talk to 50% of the people on the team and they all say it's fine,' and I kept looking. And at that time, that platform was desktop web and Facebook, so we started to build the game on top of Flash technology. Unfortunately, we slowly started to realize that Gunshine just wasn’t delivering on our original product vision. We fundamentally believe in the power of “small”. Supercell is a young Finnish smartphone game company with an unusual team structure and company philosophy. Our threshold for releasing anything to beta should be low, but our bar for releasing anything globally should be high. Supercell is his second big hit company: before that he founded Sumea, which was acquired by Digital Chocolate, where he became president in the now-defunct bigger studio’s heyday. Our dream was to create game services with longevity like that. To this end, we’ve opened offices in Tokyo, Seoul and Shanghai, and we’ve been pleasantly surprised at how warmly our games have been received there. It all starts from trust. We’ve been so incredibly fortunate, and that’s allowed us to help others around us. To do so, they would create a new kind of gaming company. In 2013, the Japanese group SoftBank bought a stake of 54pc in the Supercell. In a company blog, CEO Ilkka Paananen stated: As we started to spend more time getting to … The first was user interface; we wanted to the most of swipe and other controls specific to touch. Over the years, we realised that even more important than having the best people is having the best teams – just as in sports, where World Cups and Championships are won by teams, not individuals. Supercell Oy, or Supercell, is a mobile development firm that is based in Helsinki, Finland. The company can offer users a seamless integration to make in-app purchases, which can be a huge boost in revenue for Supercell and open more opportunities in China’s market. Just before the start of summer vacations in Finland in July we released another new game to beta in Canada. Most importantly, despite their initial excitement, players were getting bored with the game after a month or two. To us, it still feels like very early days, both for Supercell as a company and mobile gaming as an industry. Chinese internet giant Tencent is set to acquire a controlling stake in mobile game developer Supercell, in a deal pegged at $8.6 billion. We thought to ourselves: “What if you put together a games company the way you’d put together a professional sports team?” In that type of model, the sole mission of the founders and management would be to acquire the best talent for every single position, create the best possible environment for them, and then get out of the way. It was too hard to try to replicate the mouse/keyboard experience on touch screens. The two core pillars around which we wanted to build this longevity would be game play and social. Supercell is currently a subsidiary of Tencent Holdings Limited, a Chinese multinational company. We had a big problem with our product strategy, too. Since our launch in 2010, we've brought five games to the global market – Hay Day, Clash of Clans, Boom Beach, Clash Royale and Brawl Stars. As such, our explicit goal is to keep the company as small as possible. They don’t help when contacted and close chats as they choose not to answer your problems. Of course, taking risks isn’t only limited to creating games. Clash of Clans launched globally in August 2012. Supercell is a collection of these cells. We can make our existing games much better. On top of that, we borrowed as much money as we could from Tekes, the Finnish government’s technology funding arm. It would be an environment with zero bureaucracy. And the answer was, 'If you think it's the right thing to do, then do it, but also own it if it ends up being wrong. The Chinese company will acquire SoftBank’s investment in Supercell, while the game developer will retain its operational independence. Since these early days, we’ve killed countless games at various stages of development. We used this simple sentence to describe our idea of a new kind of games company that would put people front and center. A company whose employees will think it’s the best place they’ve ever worked. Since then, the company … If the Chinese buy sc I'm out. Supercell Ltd (Finnish: Supercell Oy) is a Finnish mobile game development company based in Helsinki, Finland. There is no greenlight process from management, no milestone meetings where teams need to justify their project’s existence to finance. And we wanted to use some of the unique characteristics of the touch interface to create a very special gaming experience on tablets. People often ask us if there was a specific moment when we realized we had two hits on our hands. At its peak in the summer of 2011, Gunshine had around half a million monthly players. That said, we had to start from somewhere, and the most logical place was the platform with the widest reach. We started by perfecting the game for iPad. We knew that one of those games would have to be at least moderately successful for the company to have a future. Both Clash and Hay Day grew steadily from day one. But in the end we killed it and started to work on something new for tablets. And we want to build a company that will last for decades. If you continue reading, you’ll see why. Despite all our hard work, we realized Gunshine just wasn't going to be the game we had dreamed of. Until this point, every single beta launch we’d had as a company had been lukewarm at best and had eventually led us to kill the game later on. The management needs to trust their developers to make great games, but the developers also need to trust the management to have their backs. Its codename was...Magic; a codename that later gave the name Clash of Clans, as you know. There were three reasons why. But the fact is we’ve been lucky enough that our financial success has given us a unique opportunity to think very long term, be very patient, take big risks and do things that most people haven’t done before. Supercell is a young Finnish smartphone game company with an unusual team structure and company philosophy. 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