--- title: 'Marketing Data Science Lead at Supercell' canonical: 'https://feeny.ai/job/marketing-data-science-lead-supercell-helsinki-8am8d94vscxj' type: 'job' last_seen: '2026-09-05' --- # Marketing Data Science Lead at Supercell - **Company:** Supercell - **Location:** Helsinki, Finland - **Employment:** full-time - **Work type:** onsite - **Posted:** 2026-08-13 - **Last confirmed live:** 2026-09-05 - **Apply:** https://jobs.ashbyhq.com/supercell/fdef9348-750d-4c8f-88b2-517ba4804672 ## Job description [https://app.ashbyhq.com/api/images/user-content/1246dead-d30e-4c70-a1d3-ef7e5023d542/ed477ae0-8bb6-4af0-813e-28fd942ac6f0/custom%20data%20science.jpeg] WE’RE HIRING A LEAD TO TAKE OUR MARKETING DATA SCIENCE TEAM FORWARD. ABOUT HALF THE ROLE IS PROJECT OWNERSHIP AND STAKEHOLDER LEADERSHIP: TURNING QUESTIONS AND NEEDS FROM GAME TEAMS AND MARKETING INTO WELL-SCOPED DATA SCIENCE WORK, AND SHIPPING OUTCOMES THAT CHANGE DECISIONS. THE OTHER HALF IS CRAFT (SENIOR DATA SCIENCE EXPERTISE, MOBILE MARKETING MEASUREMENT AND AI FLUENCY) WHILE BEING THE PEOPLE LEAD FOR THE TEAM. On top of that, we expect this Lead to shape where Marketing Data Science goes next. AI is changing what’s possible in measurement, automation, and decision support faster than our roadmap. We want someone with a point of view on that, who pushes us to act on it. You’ll report to the Head of Marketing Data and Analytics and lead a team of data scientists and analysts across a variety of data science domains and marketing functions. The Marketing Data Science team sits behind some of Supercell’s most consequential investment decisions. We measure, model, and forecast across the full mix of marketing investments and activities: performance/UA, brand, game teams marketing and live-ops, product marketing and lifecycle, influencer and partnerships, community and social. [https://app.ashbyhq.com/api/images/user-content/1246dead-d30e-4c70-a1d3-ef7e5023d542/7a053edc-bf2e-4db4-85ee-5630e2b5d305/banner_narrow_customs.jpg] ## WHAT YOU'LL BE DOING - Make game teams better at marketing decisions. Be close to game-team marketing analysts, live-ops/monetisation leads and marketers. Translate their questions into the right modeling and measurement work. - Connect data science across the full marketing mix. Performance/UA, brand, product marketing and lifecycle, influencer and community, events. Each has different measurement realities. Connect them into a coherent picture. - Own the predictive modeling and measurement portfolio. pLTV, attribution, incrementality, brand/lifecycle, signal and audience modeling - end to end, from methodology to production to adoption. - Set the technical bar. Strong, opinionated view of what good looks like in applied ML, causal inference, and mobile games business data science. Hands-on when the problem needs it. Decide what ships and what doesn’t. - Bring AI into how the team works. Use AI tools where they actually move the work - creative media analysis, model diagnostics, automation and decisions processes. - Shape where the function is going. You’re not just executing a roadmap - you have a view on what Marketing Data Science should be in 6-36 months, and you push us to get there. - Lead and grow the team. Support, mentor, coach on stakeholder communication, set standards, hire. Make the team better than it is today. ## WHAT IT MIGHT LOOK LIKE IN PRACTICE Representative examples of what you might tackle in your first 6-12 months. "ARE OUR ATTRIBUTION AND PLTV MODELS SHAPING INVESTMENTS?" - Work with Games and marketing on how they actually use attribution and profitability evaluation - in what decisions, with what trust. - Close the gap between model and decision quality: what measurement is for, where it stops, what we use at the edges. "ARE GAME TEAMS GETTING WHAT THEY NEED FROM US?" - Map what game teams actually use and where they want more, reset the cadence and format of how we deliver insight and shape ways we support marketing decisions in games. - Pick one game and run a quarter as a deeper partnership. Prove what “good” looks like, then scale. "HOW DO WE MEASURE WHAT ATTRIBUTION CAN’T SEE?", "HOW DOES BRAND, CONTENT, AND COMMUNITY FEED PERFORMANCE AND BACK?" - Based on a portfolio of approaches )geo experiments, holdouts, synthetic controls, MMM, lift studies and more) build algorithms for decisions on how we invest in which channels. - Deliver answers on how brand, influencer, and community marketing initiatives move downstream player value and translate it into a clear narrative for marketing leadership and games. ## "WHERE DOES AI ACTUALLY MOVE OUR WORK?" - Identify 2-3 places where AI materially changes what we can do - e.g. creative analysis at scale, model-drift diagnostics, decision-support for UA and game teams. - Pick one. Ship it. Measure whether it actually changes work. - Decide what team owns internally vs. lean on the wider Data and Insights organization. "WHAT DOES “GOOD” LOOK LIKE FOR A NEW GAME ON DAY ONE?" - Define measurement and forecasting models before soft-launch - across the mix, not just UA. - Productize the approach so it doesn’t get reinvented per game. And many other things. We expect you to take ownership, work independently, and drive the topics you believe matter. ## TO EXCEL HERE, YOU - Own projects and stakeholders, not just models. You take a business problem and solve it - from game team conversation to shipped outcome. - Have deep marketing measurement craft in mobile (or close to it). Built or owned measurement work in mobile gaming, apps or other digital business verticals. Comfortable across the mix - not only performance. Understand F2P games well enough to design best-in-class measurement around them. - Are a senior data scientist in practice, not just title. Strong applied stats, causal inference, classical ML, coding. Hands-on with infrastructure and models in production - CI/CD, monitoring, feature stores, large-scale data warehouses, realtime inference. - Use AI in your own work. You’ve actually integrated AI tooling into how you do data science. You have a view on where it changes the craft and where it’s noise. - Communicate clearly across audiences. Able to explain a model to a game lead in three minutes. Or a methodology to a senior DS in thirty. No 100-page decks. Comfortable saying "I don’t know" and "we shouldn’t do that because". - Lead and grow people. Mentored or managed data analysts/data scientists. Have views on standards, best practices, when to step in, when to step back. - Care about games and the players. You bring a player-centric lens even when the work is deep in LLM models business applications. - Operate well in autonomy and ambiguity. Don’t need a pre-set structure to be productive. Comfortable being wrong, learning fast, changing direction and impact over credit. ## WOULD BE NICE IF YOU ALSO HAVE - 7+ years applied Data Science / analytics with significant time in mobile gaming, apps, e-commerce or ad-tech - Track record of leading or significantly contributing to a data function, including hiring - Measurement experience across multiple types of marketing - not only performance/UA - Hands-on with PySpark and modern MLOps - Marketing measurement under modern privacy constraints (SKAN/ATT, deterministic-vs-probabilistic) - MMM, brand lift, and quasi-experiments design at scale - Concrete examples of integrating AI/LLM tooling into Data Science workflows ## ABOUT THE TEAM You’ll lead the Marketing Data Science team within Marketing Data and Analytics, as a part of the Data and Insights organisation. The wider group also includes a Marketing Data team (automation, attribution and measurement infrastructure). Your team supports all our games - Brawl Stars, Clash of Clans, Clash Royale, Hay Day, new games - and all marketing functions across the organization. You're based in Helsinki or London. You should expect to spend significant time in Helsinki HQ with key stakeholders. ––– 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. Once you're ready to apply, just send us your application through the form on the bottom of the page. ––– [https://app.ashbyhq.com/api/images/user-content/1246dead-d30e-4c70-a1d3-ef7e5023d542/88b3477a-7124-479e-babc-94125c5b23be/banner_narrow_allstars.jpg] ## ABOUT SUPERCELL Supercell is a games company from Helsinki, Finland, with offices https://supr.cl/jd-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 https://supr.cl/jd-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 https://supercell.com/en/news/learning-from-failures/, and killing lots of projects. [https://app.ashbyhq.com/api/images/user-content/1246dead-d30e-4c70-a1d3-ef7e5023d542/0272a5b3-a7a2-4f1c-b97b-725eae66daf0/banner_narrow_people3.jpg] HEY, YOU MIGHT LOVE IT HERE! Independent cells and trust are at the core of our culture https://supr.cl/jd-why-you. 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. [https://app.ashbyhq.com/api/images/user-content/1246dead-d30e-4c70-a1d3-ef7e5023d542/49ae2117-cfbb-4fbd-bc4c-f67357d2f376/banner_narrow_titles.jpg] ## YOU ARE NOT YOUR JOB TITLE ™ Here, you won’t need to focus on chasing titles https://supr.cl/jd-job-title 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. [https://app.ashbyhq.com/api/images/user-content/1246dead-d30e-4c70-a1d3-ef7e5023d542/860d5de4-aa96-4e01-879c-889b7039330b/banner_narrow_chest.jpg] ## 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 https://supr.cl/jd-benefits with that in mind. It starts with perceiving you as a human being, not a resource. [https://app.ashbyhq.com/api/images/user-content/1246dead-d30e-4c70-a1d3-ef7e5023d542/b52ac2fb-3f94-46bc-9c36-32ad780b2eae/banner_narrow_relocating.jpg] RELOCATION? YES! No matter where you’re moving from, our dedicated mobility team and partners will support you throughout your move. We’ll ensure the process is as smooth as possible for you and anyone joining you – whether they’re family members of the human or animal kind! [https://app.ashbyhq.com/api/images/user-content/1246dead-d30e-4c70-a1d3-ef7e5023d542/58a0cf4e-e26b-461b-8541-2129dc6b7311/banner_narrow_portraits-2025-ashby.jpg] NOT SURE IF YOU SHOULD APPLY? Many candidates with great skills and experience second-guess themselves. The bar is high, but if this role excites you, apply! We’re here to help you succeed. Also, we're happy to learn about any specific accommodations you may need to fully engage in our recruitment process. Wishing you all the best, The Supercell Recruitment team ## About Supercell ## Company Overview - **One-liner**: Supercell is a Finnish mobile game developer and publisher responsible for global hits like Clash of Clans, Clash Royale, Brawl Stars, Hay Day, and Boom Beach. - **Entity Type**: Private (majority-owned by Tencent) - **Headquarters**: Helsinki, Finland - **Founded**: 2010 - **Founders**: Ilkka Paananen and Mikko Kodisoja ## Core Business - **Primary industry**: Mobile gaming - **Target customers**: B2C – mass-market casual and competitive gamers worldwide - **Mission**: “To create great games that as many people as possible play for years and that are remembered forever” [supercell.com](https://supercell.com/en/about-us/) ## Products & Services - **Hay Day**: Farming simulation mobile game (launched 2012) - **Clash of Clans**: Strategy/base-building mobile game (launched 2012) - **Boom Beach**: Military strategy mobile game (launched 2014) - **Clash Royale**: Real-time strategy card battle mobile game (launched 2016) - **Brawl Stars**: Multiplayer arena brawler mobile game (launched 2018) - **Squad Busters**: Newer title (announced 2024/2025) - **mo.co**: Unreleased/teased title (as of 2025) - **Many games in development**: Supercell routinely kills titles that don’t meet standards, maintaining a pipeline of unannounced projects. [supercell.com](https://supercell.com/en/) ## Market Standing - **Valuation/Market Cap**: Not publicly disclosed; Tencent acquired 84.3% of the company for ~$8.6 billion in 2016. - **Key Metric**: ~290 million monthly active users (MAU) across live games [supercell.com](https://supercell.com/en/about-us/) - **Notable Investors/Partners**: Tencent (majority owner); no other recent funding rounds – the company is self-sustaining from game revenue. - **Growth Signals**: - 5 global live games with long lifetimes (over a decade for Clash of Clans and Hay Day) - Offices in Helsinki, San Francisco, Seoul, Shanghai, and London - Headcount ~928 Supercellians (as of 2025) [supercell.com](https://supercell.com/en/about-us/) - Continuous expansion in Asian markets (Korea, China, Japan) [supercell.com](https://supercell.com/en/about-us/) ## Competitive Advantages - **Independent “cell” structure**: Small, autonomous teams decide what to build and how – minimal bureaucracy, maximum ownership. - **Long-term thinking**: Financial success allows patient investment; the company prioritizes decade-spanning games over short-term monetization. - **Hit-driven track record**: A high bar for quality (killing many projects) but extremely high success rate when titles launch. - **Global cultural diversity**: Over 60 nationalities in the company, fostering broad perspectives on game design. - **Trust and transparency**: “Default to trust” culture; teams have full authority over their games, including the decision to kill them. [supercell.com](https://supercell.com/en/careers/why-you-might-love-it-here/) ## Strategic Focus - **Deepening existing games**: Continuously improving live titles with new features, events, and community engagement. - **Creating new genres**: Aiming to “expand the audience for smaller ‘niche’ game concepts” and invent experiences players haven’t seen before. - **Global growth**: Strengthening presence in Eastern markets (Korea, Japan, China) via local offices and partnerships. - **Staying small**: Explicit goal to keep the company lean (currently ~928 people) to preserve speed and flexibility. [supercell.com](https://supercell.com/en/about-us/) ## Why Work Here - **Culture**: Values of Independence & Responsibility, Ambition & Risk-taking, Humility & Kindness, and “Clear is Kind” feedback. [supercell.com](https://supercell.com/en/careers/why-you-might-love-it-here/) - **Work model**: Hybrid, onsite, and fully remote options available depending on role and location. Remote work possible from Finland, Sweden, Denmark, Germany, Spain, and countries with offices. [supercell.com](https://supercell.com/en/careers/joining-supercell/) - **Relocation**: Full relocation support for individuals and families (including pets), language classes, spouse network, and onboarding buddy system. - **Perks**: Monthly onboarding sessions in Helsinki for all new hires, transparent open offices, and a focus on “best teams, biggest impact, nothing in your way.” - **Engineering culture**: Small, empowered teams; engineers own product decisions; emphasis on server, engine, and client programming roles with significant responsibility. [supercell.com](https://supercell.com/en/careers/) ## Sources 1. [supercell.com – Home](https://supercell.com/en/) 2. [supercell.com – About Us](https://supercell.com/en/about-us/) 3. [supercell.com – Careers](https://supercell.com/en/careers/) 4. [supercell.com – Joining Supercell](https://supercell.com/en/careers/joining-supercell/) 5. [supercell.com – Why You Might Love It Here](https://supercell.com/en/careers/why-you-might-love-it-here/) ## Other roles at Supercell - [Senior Software Engineer, Supercell ID (Client SDK)](https://feeny.ai/job/senior-software-engineer-supercell-id-client-sdk-supercell-helsinki-wjg0r0ym6wa5) — Helsinki, Finland - [Quality Engineering Lead](https://feeny.ai/job/quality-engineering-lead-supercell-helsinki-43pc6nb07fc3) — Helsinki, Finland - [Team Support](https://feeny.ai/job/team-support-supercell-london-357y0g3xr114) — London, United Kingdom - [Senior Level Artist, Project R.I.S.E](https://feeny.ai/job/senior-level-artist-project-r-i-s-e-supercell-shanghai-y1ghap6ntv3m) — Shanghai, China - [Marketing Lead, New Games](https://feeny.ai/job/marketing-lead-new-games-supercell-london-tt67mdhavhvx) — London, United Kingdom - [Product Lead, Game Engine](https://feeny.ai/job/product-lead-game-engine-supercell-helsinki-5m0y5zq5hn3d) — Helsinki, Finland - [MarTech Engineer](https://feeny.ai/job/martech-engineer-supercell-helsinki-t6nak2pn70ga) — Helsinki, Finland - [UX Designer, LiveOps Tooling](https://feeny.ai/job/ux-designer-liveops-tooling-supercell-helsinki-6ee6s06d0qw4) — Helsinki, Finland - [Head of Performance Marketing](https://feeny.ai/job/head-of-performance-marketing-supercell-london-7ccc5ajzxehz) — London, United Kingdom - [Senior Engine Programmer, Rendering , Clash Royale](https://feeny.ai/job/senior-engine-programmer-rendering-clash-royale-supercell-shanghai-fgmrg0cyrt13) — Shanghai, China