I was a Clash of Clans player before I was anything else. A Reddit mod. Then Supercell flew me to Finland for a fan event — and my career changed direction entirely. That was over a decade ago.
Supercell HQ, Helsinki — home for over a decade
Community isn't a support function.
It's how games stay alive.
I became a community manager the slow way. Started as a Clash of Clans player, became a subreddit mod, and eventually Supercell flew me to Finland for a fan event. I never really left.
Over a decade later I've built the Creator Program from zero to 290,000+ creators with 3.71 billion combined subscribers. I've shipped the in-game Community Hub, built the production arm that generates viral moments without a single update, and helped embed community thinking directly into game development.
My view is simple: players who feel genuinely connected play longer, spend more, recruit their friends, and create the content that brings the next wave in. That's not a theory — I've watched it happen across Supercell's portfolio for ten years.
Ask me about it. I'll probably talk for too long.
Not just "social media management" — a five-part machine: CMs as strategic brains, an in-house production arm, a Community Hub reaching every player in-game, a scaled creator ecosystem, and the technical infrastructure underneath it all. Described externally as the gold standard in community management.
LeadershipStarted as a Clash of Clans player and subreddit moderator. Got flown to Finland for a fan event. Joined Supercell and never left. The origin story isn't just personal — it's the reason the whole approach works.
OriginShaped the game’s community identity from day one. Built the developer–player relationship and gave the community a genuine seat at the table — game modes, skins, maps. Players had direct influence on what shipped into the game.
Brawl StarsDuring the global launch, deleted 18 months of community pages and staged the game's cancellation — then revealed the worldwide release. An agency partner said it plainly: "Not many community managers would have the bravery to do that." It worked.
Brawl StarsBrought creators to Supercell’s Helsinki office and launched the game region by region — together. Each creator pressed the button that went live in their part of the world, with their audience watching. The whole world was live by the time we were done. It was the first launch of its kind in mobile gaming.
Brawl StarsZero to 1,679 official creators and 459 Super Creators with 3.71B combined subscribers. Squad Busters pre-registration drove 40M+ signups via the creator network. No other mobile game has launched with this level of creator coverage — revenue sharing, in-game video placement, Academy training, and a full creator management platform.
CreatorsWas the first CM at Supercell to go on camera — establishing a direct, human relationship between developers and players. That experiment became Brawl Talk. Today, developer talks are a core part of every single Supercell title’s marketing strategy and one of the primary drivers of virality across the portfolio.
InnovationNot just launching programs, but hiring well, developing leaders, and building cultures with genuine psychological safety, shared vision, and the ambition to do work that doesn’t exist anywhere else. The teams built under this approach consistently punch above their weight.
PeopleOn stage presenting Supercell's creator ecosystem: 40.5M QR bounty claims, 2× D30 retention for engaged players, and the infrastructure behind a programme with no parallel in mobile gaming.
A deep-dive on how Supercell builds community and culture, the symbiotic relationship with players, and empowering creators to make a living from their passion.
Listen on Spotify →Featured by Apple on the App Store front page — on building Brawl Stars around genuine player feedback, from community-designed maps to fan-driven in-game decisions.
Read on App Store →Available for keynotes, panels, and podcasts on community strategy, creator ecosystems, and building for games.
Whether you're building a creator program, rethinking how your game relates to its players, or just want to swap notes on community strategy — I'm easy to reach.