Supercell
Technology
GameSystemsDesigner,ClashofClans
Neural analysis suggests this role is
optimal for Mid+ candidates.
“Game Systems Designer, Clash of Clans at Supercell. Skills: Systems design, Player experience, Progression loops. Design new systems. Design player journeys”
Industry & Context.
Ambiguous problems; Open-ended problems
What They're Looking For.
Must Have
Systems design experience, Player-first mindset, Comfort with analytics, Design A/B tests, Act on test results, Take ambiguous problems, Turn problems into designs, Excellent communication, Excellent collaboration, Give direct feedback, Take direct feedback, Explain trade-offs clearly, Proactive sense of ownership, Eye for detail, Humility to kill ideas, Passion for games, Appreciation for mobile
Nice to Have
Background in progression systems, Game economies experience, Long-term player motivation experience, Experience designing new-user flows, Re-engagement flows experience, Funnel optimization experience, Progression revamps experience, Love Clash of Clans, Excited to love Clash
What You'll Do.
Design player journeys
Design progression systems
Design onboarding experiences
Design re-engagement flows
Design reward systems
Design core player experience
Tackle hard player journeys
Design new-user onboarding
Design re-engagement flows
Design funnel optimization
Design progression systems
Serve existing players
Open doors for new players
Balance creativity with data
Act on player feedback
Act on community insight
Own player-first vision
Synthesize community signals
Synthesize creator signals
Synthesize analytics signals
Synthesize team signals
Create fitting experiences
Drive execution with autonomy
How You'll Work.
Team & Collaboration
Cross-functional team
Communication Scope
Explain trade-offs
Full Job 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 kin
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