Head of Editor & Tools

Supercell

Helsinki

On-site

EUR 120,000 - 180,000

Full time

14 days+

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Job summary

Supercell in Helsinki seeks an exceptional leader to build and lead Studio Tools, uniting Titan’s Editor and Art Pipelines under one charter. You’ll own the editor, tooling suite, and art pipelines while shaping a new team and delivering a world-class tooling experience loved by both live and new game teams.

The role demands entrepreneurial leadership, deep tooling expertise, and a track record of turning high-level vision into practical, scalable solutions that empower artists, designers and

Qualifications

  • Track record of building and leading high-performing teams in tools, editor, or developer platform domains.
  • Deep understanding of game development workflows and tooling that artists, designers, and engineers want to use.
  • Visionary thinking with the ability to execute and deliver.
  • Proven people leadership across disciplines.
  • Entrepreneurial mindset with ownership to build from scratch.
  • Technical depth to earn engineer credibility and judge trade-offs.
  • Experience building game tooling.
  • AI capability: applying AI to tooling.

Responsibilities

  • Own the vision and strategy for Studio Tools team: define editor and tooling suite direction.
  • Define the golden path for editor experience for live games and new games.
  • Set direction for a full-featured, professional-grade editor.
  • Own Studio Tools scope end-to-end: content creation, editor, art pipelines, DCC tooling.
  • Shape the new team: structure, culture, and integration of editor and art pipelines.
  • Balance live-game support with new-game solutions from day one.
  • Lead a multi-disciplinary team of engineers, UX designers, and tech artists; set high standards.
  • Contribute to Titan’s leadership beyond your domain.
  • Be the domain owner for editor, tooling, and art pipeline specifics; understand needs.
  • Own Studio Tools roadmap and delivery; partner with Product Lead; communicate progress.

Skills

Team leadership
Tooling experience
Editor tooling
AI capability
Game tooling

Tools

DCC tooling
Editor tooling
Game engine tooling

Job description

We are looking for an exceptional leader to build and lead one of the most critical new teams in Titan: Studio Tools.
Titan is Supercell’s proprietary game engine, the in-house technology that powers every game we make, reaching 300 million players a month. Titan is also the name of the roughly 70-person organization behind it.

Studio Tools brings together Titan’s Editor and Art Pipelines teams under a single charter: owning everything a game team touches when making games with Titan on the client and tooling side. That means the editor, all central tooling, and the full art pipelines.

This is a visionary role. We want to build tooling that Supercell’s game teams, live and new, genuinely want to use because it gives them a real edge, not tooling they tolerate, but tooling they want to depend on. We need someone entrepreneurial enough to define what world‑class looks like, and capable of leading the effort to build it.

This article explains why you’ve probably never heard of Titan. If you want a more technical read, this one covers how Titan made Brawl Stars toilet break friendly.

Note: Internally your title will be Studio Tools Lead

What You'll Be Doing
  • Own the vision and strategy for Studio Tools team: define what Supercell’s editor and tooling suite should become, and build the clarity needed to get there.

  • Define the golden path: what the ideal, yet pragmatic editor experience looks like for a Supercell game team, from day one of a new game to live games that have been running for 10+ years.

  • Set the direction for a full-featured, professional-grade editor that any new game at Supercell would choose to build on.

  • Own the Studio Tools scope end-to-end: how content is created in our games, including the editor, art pipelines, DCC tooling, and everything game teams use to interact with Titan.

  • Shape this new team from the ground up: its structure, culture, and how the combined editor and art pipelines capabilities work together.

  • Balance two demands at once with a converging toolset: actively support live game teams so they can reach their ambitions, while giving new games solutions they want from day one.

  • Lead a multi-disciplinary team of engineers, UX designers, and tech artists, setting high standards across all three disciplines and growing strong talent.

  • Contribute to Titan’s leadership as a whole, not just your own team’s scope.

  • Be the domain owner game teams turn to for editor, tooling, and art pipeline specifics. Understand their needs deeply and let those needs drive delivery.

  • Own the Studio Tools roadmap and its delivery across editor and art pipelines. Partner with the Product Lead, who sets Titan-level priorities and sparring on your roadmap, while you own scope, sequencing, and execution within the domain. Communicate progress clearly to game teams and Titan leadership.

What You Have
  • A track record of building and leading high-performing teams in tools, editor, or developer platform domains.

  • A deep understanding of game development workflows: you know what it takes to build tooling that artists, designers, and engineers actually want to use.

  • Visionary thinking combined with the ability to execute: you set compelling direction and build what's needed to deliver against it.

  • A good track record of people leadership across relevant disciplines.

  • An entrepreneurial mindset: you're comfortable building from scratch and taking on significant challenges with high ownership.

  • Enough technical depth to earn engineer credibility and make good judgment calls on complex trade-offs.

  • Experience building game tooling.

  • AI capability: you apply AI to change how tooling is built and experienced.

What Success In This Role Means
  • Studio Tools is a high-performing team with a clear identity and a shared sense of mission.

  • Titan has a clear editor vision and a credible plan to get there.

  • Live games are well served, and new games see Titan’s tooling as a genuine competitive advantage they actively choose to build on.

Where You'll Be

The role requires close collaboration with the other central teams and game teams using the tools, so ideally, you'd be based in Helsinki.

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That's it about the role! Below, we've gathered some things we feel are important for you to know. Totally optional, but a highly recommended read.

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About Supercell

Supercell is a games company from Helsinki, Finland, with offices also in San Francisco, Seoul, Shanghai, and London. You might know us as the makers of Hay Day, Clash of Clans, Boom Beach, Clash Royale, and Brawl Stars. Our mission is to create great games that as many people as possible play for years and that are remembered forever.

So, how do we make great games? By putting together the best teams and giving them the freedom and independence to succeed. And by taking risks, failing, sharing learnings, and killing lots of projects.

Hey, You Might Love It Here!

Independent cells and trust are at the core of our culture. But it takes more than that to make great games. We take good care of our people, providing them with the compensation, work environment, and resources they need to succeed while having fun along the way.

You Are Not Your Job Title

Here, you won't need to focus on chasing titles or climbing ladders. Internally, our job titles don't include prefixes like Senior, Junior, Principal, or Director. Recognition isn't tied to your title, as it doesn't define the impact you can have around here.

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.

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