Game Systems Designer, Clash of Clans

Game Systems Designer, Clash of Clans

Full-Time 50000 - 70000 £ / year (est.) No working from home possible
Supercell

At a Glance

  • Tasks: Design innovative game systems and player experiences from scratch for Clash of Clans.
  • Company: Join a leading gaming company with a passion for creativity and player engagement.
  • Benefits: Competitive salary, relocation support, and a focus on work-life balance.
  • Other info: Collaborative environment with opportunities for travel between studios in Helsinki and London.
  • Why this job: Shape the future of a beloved game while making it accessible to new players.
  • Qualifications: Experience in game systems design and a player-first mindset.

The predicted salary is between 50000 - 70000 £ per year.

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.

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 into concrete design proposals.
  • Excellent communication and collaboration, you can bring an idea to life with a cross-functional team, give and take direct feedback, and explain your trade-offs clearly.
  • A proactive sense of ownership, an eye for detail, and the humility to kill your own good idea when the data or the player says so.
  • Passion for games and a real appreciation for mobile.
Would Be Nice if You Also Have
  • Background in progression systems, game economies, and long-term player motivation.
  • Experience designing new-user flows, re-engagement flows, funnel optimization, or progression revamps and making progression feel rewarding, not just longer.
  • You love Clash of Clans, or are excited to fall in love with it.
Where You'll Be

We are recruiting this role to be based in either our Helsinki or London Studio. The Clash team are co-located in both so travel between offices is expected to build strong working relationships.

Benefits And Compensation

Luring you in with glitter, glamour, and gems isn't what we're about. We want you to enjoy your time here fully, so we structure our compensation and benefits with that in mind. It starts with perceiving you as a human being, not a resource. Relocation? Yes! No matter where you’re moving from, our dedicated mobility team and partners will support you throughout your move. We’ll ensure the process is as smooth as possible for you and anyone joining you – whether they’re family members of the human or animal kind!

Game Systems Designer, Clash of Clans employer: Supercell

At Clash of Clans, we pride ourselves on being an exceptional employer that values creativity and innovation in game design. Our collaborative work culture fosters personal growth and encourages employees to take ownership of their projects, all while enjoying a supportive environment that prioritises work-life balance. With opportunities for relocation and a commitment to employee well-being, joining our team means becoming part of a passionate community dedicated to shaping the future of gaming.

Supercell

Contact Details:

Supercell Recruitment Team

We think you need these skills to ace Game Systems Designer, Clash of Clans

Game Systems Design
Progression Systems
Player Motivation Loops
Onboarding Experiences
A/B Testing
Data Analysis
Communication Skills