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Head of Editor & Tools

Supercell · Helsinki, Finland

💰 ca. 41 000–54 000 EUR/år (estimat · vanlig lønn, ikke bekreftet)HeltidDirekte fra arbeidsgiverFrist 2.12.2026

Søk på stillingenÅpne i Havn (lagre, sammenlign, KI-hjelp)

[https://app.ashbyhq.com/api/images/user-content/1246dead-d30e-4c70-a1d3-ef7e5023d542/ea3769d7-8b54-4c91-8356-1b1608f50528/archer%20bow.jpeg] 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 https://supr.cl/game-engine-called-titan-jd explains why you've probably never heard of Titan. If you want a more technical read, this one https://supr.cl/game-engine-brawl-break-jd 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

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