Head of Community · Supercell · Helsinki

I turn player passion into superfans, and superfans into growth.

I lead Supercell's community organization: the community, the creators, the content, and the technology that build a direct relationship between our games and the people who love them, across Clash of Clans, Brawl Stars, and the rest of the portfolio.

I came to Supercell as a player. A decade later, that is still the whole point.

Ryan Lighton
10+ yrsat Supercell
  • 10+Years at Supercell
  • ~100Team across four disciplinesstaff and dedicated contractors
  • 290K+Creators in the program
  • 3.71BCombined creator subscribers
  • 40.5MQR bounty claims in 2024
  • D30 retention upliftfor engaged players

01 / Today

I run a full-stack community organization, not a social-media team.

Most companies treat community as a channel. I've built it as a growth engine: four disciplines most companies keep in separate departments, brought under one roof, a team of around 100 people, full-time staff and dedicated contractors.

  • Community

    The standard for how Supercell's games talk to their players, across the whole portfolio.

  • Creators

    The creator and influencer ecosystem, from the program I built to the partnerships that scale it.

  • Content

    An in-house studio that produces the moments players actually want to watch.

  • Technology

    An engineering and product team building the in-game surfaces that connect us directly to players.

It runs as one loop. We shape the moment, produce it, deliver it to players inside the game, and creators carry it to the world.Player passion goes in. Superfans, and durable growth, come out.

02 / About

Community isn't a support function. It's how games stay alive.

I became a community manager the slow way. I started as a Clash of Clans player, became a subreddit moderator, and eventually Supercell flew me to Finland for a fan event. I never really left.

More than a decade later, I lead Supercell's community organization and sit on the company's marketing leadership team. My teams own the full relationship between our games and their players: community, the creator and influencer ecosystem, an in-house content studio, and the in-game technology that connects us directly to the people who play.

My view is simple. Players who feel genuinely connected play longer, spend more, bring their friends, and make the content that pulls in the next wave. That is not a theory. I have watched it happen across Supercell's portfolio for ten years, and it is why I treat community as a growth engine, not a cost center.

Ryan Lighton on the Clash of Clans video set at Supercell in Helsinki

Where it started: the Clash of Clans set at Supercell, Helsinki.

03 / What I've built

A decade of turning players into the story.

  1. Origin

    Came to Supercell as a player. Built a decade-long career from a Reddit thread.

    Started 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.

  2. Brawl Stars

    Was the first Community Manager for Brawl Stars

    Shaped 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.

  3. Brawl Stars

    Faked the death of Brawl Stars to launch it

    During the global launch, deleted 18 months of community pages and staged the game's cancellation, then revealed the worldwide release. An agency partner put it plainly: "not many community managers would have the bravery to do that." It worked.

  4. Brawl Stars

    Launched Brawl Stars with creators literally pressing the button

    Brought creators to Helsinki 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. A first of its kind in mobile gaming.

  5. Creators

    Built Supercell's Creator Program from zero to 290,000+ creators

    Zero 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.

  6. Innovation

    Helped pioneer Brawl Talk and Supercell's developer-video format

    Was 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 core to every Supercell title's marketing and a primary driver of virality across the portfolio.

  7. Leadership

    Built Supercell's community function into a real operating system

    Not just social-media management, but a full operating system across four disciplines: community managers as the strategic brains, an in-house content studio, a scaled creator and influencer ecosystem, and the in-game technology that connects directly to players. Described externally as the gold standard in community management.

  8. People

    Built high-trust, high-ambition teams across the organisation

    Not 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 this way consistently punch above their weight.

04 / Moments

In the room where it happened.

The global launch, live from Helsinki: creators pressing the button, region by region.
Brawl StarsThe global launch, live from Helsinki: creators pressing the button, region by region.
Launching with creators: 40M+ pre-registration signups through the creator network.
Squad BustersLaunching with creators: 40M+ pre-registration signups through the creator network.
On camera as the first Supercell CM, with Dani: the experiment that became Brawl Talk.
Brawl TalkOn camera as the first Supercell CM, with Dani: the experiment that became Brawl Talk.

A decade across Supercell's portfolio

  • Clash of ClansClash of Clans
  • Brawl StarsBrawl Stars
  • Clash RoyaleClash Royale
  • Hay DayHay Day
  • Boom BeachBoom Beach

05 / Speaking & media

On stage, on camera, on the record.

All speaking & media →
Ryan Lighton on stage at SXSW London 2025

SXSW London / 2025

  • Conference2025

    SXSW London 2025: Creator Programs at Scale

    On stage presenting Supercell's creator ecosystem: 40.5M QR bounty claims, 2× D30 retention for engaged players, and the infrastructure behind a program with no parallel in mobile gaming.

  • Podcast2023

    The Community Revolution: Building Communities That Empower

    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 →
  • Editorial · Apple App Store2018

    "In Brawl Stars, You Call the Shots"

    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 →

07 / Contact

Let's talk community.

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. Available for keynotes, panels, and podcasts.