<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"><channel><title>Ryan Lighton · Insights</title><description>Essays on community strategy, creator ecosystems, and building for players, from a decade at Supercell.</description><link>https://ryanlighton.com/</link><language>en-gb</language><item><title>Community as an Operating System: How I Structure 100 People Across Four Disciplines</title><link>https://ryanlighton.com/insights/community-as-an-operating-system/</link><guid isPermaLink="true">https://ryanlighton.com/insights/community-as-an-operating-system/</guid><description>Most community teams are a channel bolted onto marketing. At Supercell I run community as an operating system: four disciplines, one roof, one loop. Here&apos;s the structure and why it works.</description><pubDate>Sun, 05 Jul 2026 00:00:00 GMT</pubDate><category>Community Strategy</category><category>Leadership</category><category>Creator Programs</category></item><item><title>I Was a Player Before I Was Anything Else</title><link>https://ryanlighton.com/insights/i-was-a-player-first/</link><guid isPermaLink="true">https://ryanlighton.com/insights/i-was-a-player-first/</guid><description>Before any job title, I was a Clash of Clans player and a subreddit moderator. Then Supercell flew me to Finland for a fan event and I never left. Why that origin still shapes everything I do.</description><pubDate>Fri, 03 Jul 2026 00:00:00 GMT</pubDate><category>Player First</category><category>Origin Story</category><category>Community Strategy</category></item><item><title>We Faked the Death of Brawl Stars to Launch It</title><link>https://ryanlighton.com/insights/faking-the-death-of-brawl-stars/</link><guid isPermaLink="true">https://ryanlighton.com/insights/faking-the-death-of-brawl-stars/</guid><description>During the Brawl Stars global launch we deleted 18 months of community pages and staged the game’s death, then revealed the worldwide release. Here’s the strategy behind the silence.</description><pubDate>Wed, 01 Jul 2026 00:00:00 GMT</pubDate><category>Brawl Stars</category><category>Launches</category><category>Community Strategy</category></item><item><title>Zero to 290,000 Creators: What I Learned Building Supercell’s Creator Program</title><link>https://ryanlighton.com/insights/how-to-build-a-creator-program/</link><guid isPermaLink="true">https://ryanlighton.com/insights/how-to-build-a-creator-program/</guid><description>How we built Supercell’s creator program from zero to 290,000+ creators, and the real secret underneath it: we treat creators as partners who share our passion, not a marketing channel.</description><pubDate>Fri, 12 Jun 2026 00:00:00 GMT</pubDate><category>Creator Programs</category><category>Community Strategy</category><category>Games</category></item><item><title>Community Isn’t a Support Function. It’s How Games Stay Alive.</title><link>https://ryanlighton.com/insights/community-isnt-a-support-function/</link><guid isPermaLink="true">https://ryanlighton.com/insights/community-isnt-a-support-function/</guid><description>Most companies file community under support. After a decade at Supercell, I think that’s the most expensive mistake a game can make, because it misunderstands what loving your players is actually worth.</description><pubDate>Wed, 20 May 2026 00:00:00 GMT</pubDate><category>Community Strategy</category><category>Player First</category><category>Games</category></item></channel></rss>