EU remote
Studio Tools Lead
About this role
[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 STUDIO TOOLS LEAD TO BUILD AND LEAD ONE OF THE MOST CRITICAL NEW TEAMS IN TITAN. 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. WHAT YOU'LL BE DOING - Own the vision and strategy for Studio Tools: 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.