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'Clash of Clans': Bigger, Better, Battle Pass

Eino Joas (Game Lead, Supercell)

Pass Type: All Access Pass, Core+Summits Pass, Core Pass - Get your pass now!

Topic: Design

Format: Session

Vault Recording: TBD

Audience Level: All

'Clash of Clans' is a hit-game developed by Supercell, released in 2012 and has since launch accrued over 2 billion installs. Last year, the game made headlines for hitting record revenues after over seven years of development. While implementing a Battle Pass into the game was a pivotal milestone, there's more to the story. This talk focuses on the two-year journey from 2017 to 2019 and sheds light on what changes were introduced into the game, why they were introduced and how they ultimately led to success.

Takeaway

Attendees should come away with an understanding of the why's and how's of developing Clash of Clans in the past few years, as well as gain both some philosophical and practical perspectives on working with live games.

Intended Audience

This session is primarily meant for anyone who is interested in learning what kind of thinking has gone into developing Clash of Clans in the past few years. The takeaways presented may be of interest to anyone currently working or aspiring to work on live games.