- Ilkka Paananen discusses his occupation from Sumea via to Virtual Chocolate and Supercell.
- The entrepreneur says good fortune performed an element in his occupation – a key part in a a success occupation in video games.
- Paananen additionally provides his ideas at the present cellular marketplace, Supercell’s demanding situations and why he is extra excited than ever in regards to the business.
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Ilkka Paananen has constructed an illustrious occupation in gaming. He’s most renowned because the CEO of Supercell, whose groups have constructed globally a success video games from Conflict of Clans, Hay Day and Increase Seashore to Conflict Royale and Brawl Stars.
He’s now being awarded the BAFTA Fellowship, an accolade that celebrates folks for achievements throughout their occupation within the display arts.
He joins a listing that incorporates business luminaries like Hideo Kojima, Shuhei Yoshida, Siobhan Reddy, Gabe Newell, Yoko Shimomura and Shigeru Miyamoto, amongst others. The latter’s paintings at Nintendo has been a key inspiration on Supercell’s mantra of creating video games that can be remembered endlessly.
Paananen says to achieve success in video games, you want 3 issues: good fortune, to paintings with an excellent group and to function in the most efficient imaginable tradition.
“There’s numerous individuals who do all of the ones issues however then one way or the other fail to see the good fortune phase,” he tells PocketGamer.biz.
“I’m simply very thankful we had all the ones stars align.”
Paananen has all the time had an passion in video games, however his occupation began with a slice of good fortune. As a pupil, he attended the Helsinki College of Era to review at the enterprise monitor. He says there have been two conventional occupation tracks for college students: turning into an funding banker or a control guide, running for the likes of Goldman Sachs and McKinsey. Despite the fact that he had a willing passion in entrepreneurship.
Throughout one summer time activity he discovered himself sitting subsequent to an engineer named Sami, who mentioned they had been pondering of founding an organization with a couple of pals. They had been all video games other folks, despite the fact that, and wanted anyone to care for the entirety else, from finance and admin via to gross sales. They requested Paananen if he’d be thinking about becoming a member of.
“I take into account strolling out of the café the place they’d the assembly and pondering, wow, I suppose I’m now the CEO of this corporate.”
Ilkka Paananen
“I mentioned effectively completely. I used to be nonetheless a pupil on the time, I feel 21 years of age,” he says, including he informed them he’d even do it totally free. To offer him a reputable name worthy of anyone representing the corporate, he was once named CEO. That will be his first corporate, Sumea, shaped in 2000, a developer of cellular video games – effectively earlier than the App Retailer and iPhone arrange the business for astronomical enlargement.
“I take into account strolling out of the café the place they’d the assembly and pondering, wow, I suppose I’m now the CEO of this corporate, I have by no means in reality had an actual activity in my existence, I’ve best learn enterprise books on the College and on case research and all that.”
We requested if that assembly hadn’t took place, would Paananen be running in video games? He says he’d more than likely be an entrepreneur, however perhaps in an absolutely other box. However he says: “When you get into video games, it’s in reality laborious to get out as it’s this kind of a laugh business.”
A occupation in video games
By way of 2004, Sumea was once bought to Virtual Chocolate, a cellular video games developer and writer arrange by means of EA founder Travel Hawkins. “I oftentimes name Virtual Chocolate my MBA in enterprise and entrepreneurship.”
By the point of the purchase, Sumea had grown to round 40 to 50 staff, whilst he remembers Virtual Chocolate had round 20 workforce. Paananen says he was once given a variety of autonomy as he ultimately become the corporate president.
However in 2010, Paananen left the writer. After 10 years, he felt he sought after to do issues “essentially other” to how the company was once working. “They’d wish to nearly reset the corporate.” After discussions with Hawkins, and realising the corporate had its personal tradition and previous, he determined to depart.
In 2011, he based Supercell, constructed on a brand new tradition in keeping with his years of enjoy running in video games. The corporate’s cellular construction is well-documented by means of now, empowering small groups to construct video games. After its preliminary browser recreation Gunshine was once a failure – one thing the corporate would famously come to have fun with next cancelled titles – it hit the jackpot with cellular video games Hay Day and Conflict of Clans.

The developer has since had 5 billion-dollar hits and for a few years was once lauded for its hit-rate and lean groups. That good fortune resulted in multi-billion-dollar overtures from Softbank and Tencent.
Whilst it gave the impression the corporate may do no fallacious – and its portfolio stays extremely profitable after celebrating a report 12 months in 2024 – a few of that magic has light. It hasn’t launched a brand new blockbuster since Brawl Stars in 2018, shutting down a are living recreation for this primary time with the 2024 liberate of Squad Busters.
“It may be so tempting to over monetise and burn out avid gamers.”
Ilkka Paananen
Supercell has since been via a restructure, splitting the developer between new video games and are living video games, including in new leaders like its president Sara Bach and considerably increasing its groups, hiring 300 new workforce in 2025 on my own.
Throughout those adjustments, Conflict Royale and Brawl Stars have observed sharp rises (and falls) in participant engagement and earnings. However the brand new video games department, which incorporates the Spark initiative aimed toward construction new groups each internally and from exterior builders, has but to raise off.
We ask Paananen if the founding rules Supercell was once constructed on are nonetheless acceptable within the trendy business, given the corporate’s restructure and other demanding situations a mature marketplace faces.
“I completely assume so,” he states, including: “After we based Supercell we concept, k, it doesn’t matter what occurs, this may by no means occur to Supercell.”
Paananen explains that businesses that turn out to be a success can ultimately get started pushing creatives apart by means of an “invisible or now and again very visual pressure from the outdoor”.
Can this tradition he fears of exterior business-focused pressures spoil video games and firms?
“We get criticised such a lot about, when you assume like with reference to 300 million other folks play our video games each and every unmarried month … when you evaluate our earnings to the participant base we now have, that you must argue that that you must monetise a lot better.
“Oftentimes, business blogs and podcasts and what have you ever, other folks criticise us for that. However perhaps the explanation why other folks have performed video games like Hay Day and Conflict of Clans for greater than a decade, perhaps that’s precisely why. We don’t burn out avid gamers.
“However it may be so tempting to over-monetise and burn out avid gamers as a result of you want to and you wish to have to fulfill your subsequent quarter’s earnings targets. So I feel it completely can spoil video games and firms.”
Supercell’s white whale
Supercell’s well-known tradition has evolved its critics in recent years following a seven year-plus 12 months look ahead to a brand new hit. Requested why Supercell has struggled, he says launching new blockbusters – traditionally the corporate is alleged to try for one thousand million bucks or bust – is difficult for everybody.
In his annual weblog put up, the Supercell CEO claimed that since 2020, 22 video games have grossed greater than $1 billion. Of the ones, 20 got here from builders in China, Japan and South Korea.
Paananen says the cellular video games sector now faces considerably extra festival for other folks’s loose time. In the meantime, if the business was once to seem within the reflect, he claims it hasn’t in reality been ready to construct one thing “completely superb and other”.
To take the next move as an business, “anyone wishes to position out that recreation and we definitely are looking to do our phase on that”.
However what precisely does he imply by means of innovation? Is it utterly new reports or inventions on present genres? Scopely constructed at the coin looter style with $6 billion ruin hit Monopoly Move, whilst video games like Century Video games’ Whiteout Survival and FunFly’s Remaining Warfare: Survival meshed extra informal mechanics with the 4X technique style to nice good fortune. Dream Video games ultimately dethroned King’s Sweet Overwhelm Saga within the match-3 with a extremely polished enjoy.
Paananen says he’s relating to the kind of enjoy a participant hasn’t observed earlier than.
“Pokémon Move I feel will be the best possible instance. Individuals are very proud to play that recreation … I feel the business wishes some other a type of moments.”
A watch to the long run
Paananen has now been within the video games business for greater than 25 years, in large part targeted at the cellular house. Interestingly, he remembers some other summer time activity running for a telecoms corporate as a junior analyst in 1999, simply earlier than he based Sumea.
He was once tasked with writing a file at the Jap cellular marketplace, simply as function telephones had been coming to Europe. It was once again then he may see their possible as computer systems and gaming units – despite the fact that it will take a few years for all that to come back to fruition.

Given he’s spent two and a part many years within the cellular area, and his feedback a couple of loss of business innovation, is he nonetheless fascinated by the business?
“You realize, I’m extra excited than ever,” he states. “Every now and then other folks assume that I’m joking after I say this, however I’ve by no means been this excited. And the reason being, the platform is such a lot higher than it was once 10 years in the past. Take no matter smartphone you wish to have, it’s an out of this world gaming platform at the moment. The networks are higher, the infrastructure is there, we now have such things as AI which is able to open up all new probabilities, particularly for smaller groups.
“This concept that Supercell was once [built] on those small, inventive impartial cells – AI will give them superpowers like they by no means had earlier than.
“So sure, it’s difficult, it’s very aggressive, however I feel that makes it all of the extra thrilling.”
“You realize, I’m extra excited than ever.”
Ilkka Paananen
Paananen nonetheless has desires of creating an organization like Nintendo, impressed by means of its 136 years in enterprise and the video games and noteworthy characters that BAFTA Fellow Shigeru Miyamoto and the corporate’s huge and gifted construction groups constructed.
He says Supercell continues to be very a ways clear of that function, and feels so long as he can assist the group get nearer to these ambitions, he’ll stay on the corporate, which is now 15 years outdated.
After reflecting on a occupation in video games for the previous 25+ years and receiving a BAFTA Fellowship, Paananen provides easy recommendation for the brand new technology of builders beginning out within the business and people who would possibly need to get started their very own enterprise.
“Simply get started it, that’s my primary recommendation.”












