“To celebrate our 15-year milestone, we invited artists from around the world to respond to a simple prompt: Capture the spirit of Supercell, our games, and our journey – in your own style.
Some reimagined our characters and worlds; others added personal touches about what the games meant to them. Fifteen years may not seem long, but it’s enough to leave a lasting impact on players and on creators who grew up with our games. Their genuine affection shines through in this exhibition.
There was no "hovering" Art Director on this project – that would’ve gone against the independence we value. It’s the same freedom we give our developers to form great teams and build great games.
That philosophy has brought us seven live games (so far): Clash of Clans, Clash Royale, Hay Day, Boom Beach, Brawl Stars, Squad Busters and our newest, mo.co.
Enjoy the interpretations. First shown at SXSW London, the artwork will soon hang in our offices around the world, including our Helsinki HQ.”
ERIC REIMER, BRAND ARTIST AT SUPERCELL
15th Anniversary Cake Army
SUZY Q, S. KOREA
I created it with the image of a grand celebration battle, where beloved Supercell characters, cherished over the years, come together for a festive party. I focused on combining various characters, especially my favorite warrior heroines. After all, the more the merrier when it comes to parties!
I am an illustrator and painter based in Korea, working primarily across the Asian region. Lately, I’ve been actively participating in art fairs and gallery exhibitions throughout various Asian countries. My work is known for its bright and colorful style, often centered around the theme of childhood memories lingering in the subconscious.
GIDDY UP!
DASOM, S.korea
I’m a freelance illustrator, and I create artworks that humorously blend various cultural symbols with modern elements. This piece is inspired by the Horse in Motion, often considered the world’s first film, and depicts a cat riding a creature resembling a horse, symbolizing the significant impact Supercell has had on the mobile gaming industry.
In one hand, the cat holds a Penny character from Brawl Stars, buried inside an ice cream cone, while in the other hand, it holds a phone adorned with keychains from Brawl Stars and Clash Royale.The horse-like creature’s neck is decorated with the Clash Royale logo, and in the background, you can spot the Brawl Stars character Spike and a target.
Through this piece, I aim to explore new visual symbols inspired by both games and film, reinterpreting game characters and elements in my own unique way. My work reflects a humorous and diverse range of cultural influences, offering viewers a familiar yet refreshing experience.“이랴” on the artwork means “Giddy up!”.
I will continue to develop my creations by exploring various cultural themes and incorporating humorous visuals.
BATTLEPLANS
SALVAtorre zee yazzie, united states
My cousins and I discovered Clash of Clans together on the cusp of summer break. We spent many late nights together, building and discovering the best army composition and defense placement. When the clan wars update was released, our groups' scheming intensified, and we became even more determined to win. In the end, the glorious victories and close defeats didn't matter as much as the fact that we had a fun game that connected us no matter where we were.
Even after separating for school and moving to different states, we still carried on. To celebrate this anniversary and the spirit of those summer nights, I imagine it would have looked something like this, though looking back, I can't say our strategies ever worked out as intended.
I’m Salvatorre Zee Yazzie, a US-based Concept artist and Illustrator currently at Sony Santa Monica. I mostly work in games and film, but am a huge fan of comics and animation!
ISOMETRIC
GErmán REINA CARMONA, spain
My approach was to create a composition that enhances the feeling of being inside the Supercell universe, a world that’s vibrant, full of energy, and humor.
To capture that atmosphere, I combined some of my favorite (and most iconic) elements from across the different games into a single, detailed isometric scene packed with action.
My name is Germán. I’m a visual artist and art director from Lanzarote, focused on worldbuilding for new IPs in games and animation. I created the art and visual style for OlliOlli World and have worked with companies like Psyop, Yuga Labs, Rovio, Riot Games, and Supercell.
My Instagram
My art newsletter where I share my projects and insights
Supercell
BROsmind, spain
The concept behind our illustration is to capture the spirit of playing Supercell games. We created a clash between our own visual universe and their recognizable, richly detailed world.
We love to supercharge our illustrations with tons of characters, so it was a joy to blend our style with their iconic and charismatic cast, along with references to all their game franchises.
We are brothers Juan and Alejandro Mingarro, founders of the multidisciplinary project Brosmind.
We’re designers, illustrators, electronics enthusiasts, video aficionados, bocadillo de fuet lovers, lecturers, and occasional musicians. From our studio in Barcelona, we explore all these facets through commercial commissions, installations, personal projects, and exhibitions.
Our style is known for its sense of humor, vibrant use of color, attention to detail, and strong DIY spirit.
clashborn
Armand serrano, united states
“These Clans didn't choose war. War chose them.”
‘In a land divided by walls and ruled by steel, the clans rose from fire and ash—each forged by centuries of bloodshed, betrayal, and bitter survival. The Barbarian hordes, fierce and unyielding. The Archers, silent as shadows, deadly as storms. The Giants, walking towers of vengeance. Bound by no crown, loyal to no king, they fight not for glory, but because war is all they’ve ever known. They are more than warriors… they are Clashborn.‘
Armand Serrano is a veteran visual development artist, art director, and production designer with more than three decades of experience in animated feature films and games, specializing in environment design. He is currently at Skydance Animation, with previous roles at Walt Disney Animation Studios, Marvel Studios, Sony Pictures Animation, and The Bible Project. His film credits include Mulan, Lilo & Stitch, Big Hero 6, Zootopia, Raya and the Last Dragon, Marvel’s What If…?, and Skydance’s WondLa. Armand has also collaborated with clients such as Netflix Animation, Premise Studio, Blizzard Entertainment, Riot Games, Niantic, and Blur Studio.
blossoms of friendship
katri valkamo, finland
Beautiful things can grow through friendship, creativity and dedication. By working together we can not only achieve bigger things, but also connect with one another and make a lasting difference in our community.
I'm a freelance character designer & character art director working in the animation and games industry. Over the past 10 years I've helped develop characters for numerous projects from pitch to production, my latest released project being Wolf King on Netflix.
I enjoy diving deep into story and design characters from the inside out.
Witches’ lair
julia metzger, germany
I had a great time choosing the witch for this painting - especially as I might enjoy dressing up witchy myself at times, and it's a lot of fun to act out her actions to plan the scene. Her coming with some of my favourite colours and the skeletons is a great bonus. I also used the opportunity to build the Super Witch into the background - because who would not like a cool painting of their super version as a mural?
Also, hi everyone! I'm Julia - I'm a freelance 2D artist, with a passion for all kinds of fantastic art. Bringing these worlds and their inhabitants to life in all their colourful facets is something I always strive for. I find my home in the big world of games - whether they are digital, card games or tabletop games. Some of you might've come across my work in Magic: The Gathering, Humblewood or Dungeons & Dragons.
the good old times
Misha oplev, united states
Honestly, I just went back in to my days when I lived in a trailer park as a young adult, who just moved to another country with $200 in his pocket. Played games, drew, and wanted to become somebody. Clash was especially fun world to spend time in for me. I didn’t have many friends back then (because of a language barrier).
For this piece I painted my favourite cards and characters, and just giggled the entire process. This painting is about those times. Etched as fun memories forever. My own personal museum :3
I work in an animation/gaming industry for almost a decade now. Mainly as a visdev artist and a color key artist. I’m also a teacher. My favourite saying is: Paint Stories. Touch Hearts. Die Trying.
I worked on many SUPERCELL animations. My favourite one is off course “Lost and Crowned” among many others.
Mostly people know me for my Viking project called “Lumber Saga”.
subway day
stephanie hans, france
I have been very interested lately in working more around slice of life scenes in the spirit on Norman Rockwell and I really wanted to bring a kind of bittersweet feeling a bit like in the train scene in Ghibli’s Spirited Away. In the same time, I also wanted to use the original designs of the games, even if my style is very different as a sign of respect for the original designers. I thought about this concept very early on as it allowed me to work on everything that on my mind lately: the escapism, the composition, the body language. And of course It was really a great opportunity for me to try something new.
My name is Stephanie Hans. I am a comic book artist. I am mostly known from my work as a cover artist especially for Marvel comics. I also have my own books at image Comics called Die and We Called Them Giants that I co-created with Kieron Gillen I have been in illustrator for more than 20 years now and still love the heck out of it
retro supercell
Andrea cofrancesco
Since i was given full freedom for this event project, I decided to put together something that was totally inspired by my most important influences in art. As a golden era (90's) Capcom fan, i wanted to represent a big collage of characters of my choice from different Supercell brands, to create a group poster that clearly recalls video game promotional posters from that era, especially the Capcom's Pocket Fighters brand.
I worked on all the characters separately, and then I’ve put them together. I thought it would be good to have a bunch of characters that can be used both as a group poster and as single characters pinups, if needed! in other words, the illustration can be completely dismantled, and the characters can be used separately. I was glad I could follow this kind of process, since I don't always have the chance to work this way!
I'm a professional concept artist and illustrator, grew up in the 90's, and having the most important video games and anime from that era, as biggest references to build my personal art style. In recent years I had the luck of working with Supercell and some of their amazing projects, but I also spent many years of my career working in the tabletop games industry with Cool Mini Or Not (and still do!), and as a cover artist for Udon/Capcom projects.
the palette of supercell
mike azevedo, brazil
I'm an artist born in Osasco, Brazil, and my surroundings influenced my work heavily, being around so many unique and genuinely uplifting people defined my relationship to painting.
Color is one of my favorite topics in art, the balance, the transitions from one color to another, everything about it entices my curiosity, so I wanted to have as much color as possible, just like an artist’s wooden palette, without looking unbalanced, at least for my taste in art.
The visions on a white background represent each Supercell game and how one leads to another, with the color and textural transitions being the connection between the games, acknowledging the people that work on all of these projects. The timeline is not straight and simple, but elaborate and full of things to pay attention to, ultimately representing this moment in time.
portrait of a barbarian
James ellis, new zealand
I’ve been an Artist at Supercell since 2014. Clash of Clans was the first game I worked on, and since then the Barbarian has been part of my life. I’ve drawn this guy countless times, to me he is iconic.
I decided to simply paint a portrait of the Barbarian, something I’ve never done before. I didn’t want to do a piece of game art or even concept art. My goal was to express this character as if he were real.
The process of painting a portrait lets you sit with the subject for a long time and just appreciate it for what it is. The Barbarian is not glamorous, he’s not a Hero. He’s rough, single-minded, stubborn.
Or maybe I’m just projecting. In anycase, after years of working with this guy this is how I see him.
let’s celebrate
ilustrata, brazil
To celebrate this milestone for Supercell, we wanted to create a poster about this achievement. We imagined a funny and joyful scene of the Supercells characters celebrating their anniversary. To concept it visually, we looked at our birthday party photos, especially the ones from our childhood, to get the mood and the celebrative energy we aimed for the image.
We are a Brazilian illustration studio Composed of three main artists: Bruno Silva, David Faraum, and Victor Kahn. We love to blend retro/vintage aesthetics with Japanese and pop culture elements into our work. Our work can be recognized by the use of graphic elements like titles and texts in our illustrations, the compositions, which are rich in information and illustrative elements, and the use of textures.
graffiti in osasco
doug lira, brazil
My idea for this illustration is to capture the spirit of fun and the affection fans have for Supercell’s many charismatic characters. They’re all gathered on a mission to paint a wall in celebration of the company’s 15th anniversary but this time, set in a more Brazilian environment!
My name is Doug Lira, I’m a Brazilian illustrator from the city of Osasco. I’ve been working with illustration since 2009, and over the years I’ve done a bit of everything. Since 2011, I’ve worked as an advertising illustrator, and in 2022, together with my fiancée, we created an online school called Arte Revide a school focused on the illustration market, aimed at helping those in need and democratizing access to art in Brazil. These days, I split my time between teaching and freelancing. I also co-host a humor and pop culture podcast that’s been going strong for 10 years.
mad tea party
dave mottram, united states
This Mad Tea Party was my way of creating an image about Supercell’s 15th. I thought of the way the characters would be at an Alice in Wonderland inspired Tea Party. There’s a great variety of characters in their games, so I wanted to bring a few of my favorites (Especially the chicken).
Most of the things I draw are animals and fairytale stories. I like to bring my own interpretation of different fables. I’ve illustrated a few children’s books and a few chapter books. It’s as fun for me to think about a character’s backstory as it is to draw the characters.
dazzling star
ttoja, s. korea
I'm TTOJA, an illustrator from Korea. I was honored and honestly a little nervous and excited to take part in Supercell’s15th anniversary project. I wanted to work on this artwork while imagining a realistic photoshoot concept for the special star Melodie.Using my signature rendering technique that emphasizes realistic texture, I tried to portray a dazzling Star Melodie and Supercell logo together.I wonder if the excitement and emotion I felt while working on this artwork came through in the illustration. Supercell, you are truly a shining ‘star’! Congratulations on your 15th anniversary!
A 15-Year-Long Moment
Andre Forni, Finland
Some of the most meaningful moments you can share with someone are those of comfortable silence, when no words are needed, and none would be enough.
15 years of Supercell is one of those moments. A time to pause and reflect on what was, what is, and what is coming.
These years are filled with stories so vivid and profound that neither words nor images can truly capture them. Only a quiet, shared, comfortable silence can.
I'm an artist whose path has taken me from illustration and animation to directing original series for Disney and Nickelodeon, and eventually to crafting game worlds at Supercell. What drives me is the thrill of building immersive stories and I love how games invite players not just to explore those worlds, but to shape them in their own way.