Karsten Strauss of Forbes reporting on Supercell, the creators of the insanely popular iOS game, Clash of Clans:

Most game studios have an autocratic executive producer green-lighting the work of designers and programmers. Supercell’s developers work in autonomous groups of five to seven people. Each cell comes up with its own game ideas. They run their ideas by Paananen (he can’t remember ever nixing a proposal), then develop those into a game. If the team likes it, the rest of the employees get to play. If they like it, the game gets tested in Canada‘s iTunes App store. If it’s a hit there it will be deemed ready for global release. This staged approach has killed off four games so far, with each dead project a cause for celebration. Employees crack open champagne to toast their failure. “We really want to celebrate maybe not the failure itself but the learning that comes out of the failure,” says Paananen. 

I like everything about this, and especially the toasting to (the learning from) failure.

  1. hsxp reblogged this from parislemon
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  6. kieranthepiper reblogged this from parislemon and added:
    Imagine if this kind of strategy was implemented in other industries…
  7. lifeposters reblogged this from parislemon
  8. barcampsarasota reblogged this from parislemon
  9. protstech reblogged this from parislemon and added:
    Fail fast, fail often, learn from the failure.
  10. arnabocean reblogged this from parislemon and added:
    Awesome. Especially the toasting part. :)
  11. papakake reblogged this from parislemon
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  14. coolmobile reblogged this from parislemon and added:
    실패 그 자체를 축하하는 것이 아니다. 실패로부터 무엇인가를 배웠다라는 사실을 축하하는 것이다.
  15. eitan225 reblogged this from parislemon