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.

- 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
- 2×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.

Where it started: the Clash of Clans set at Supercell, Helsinki.
03 / What I've built
A decade of turning players into the story.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.



A decade across Supercell's portfolio
Clash of Clans
Brawl Stars
Clash Royale
Hay Day
Boom Beach
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.
