
Work Here?
Rovio creates mobile games, led by the Angry Birds franchise, with titles such as Angry Birds 2, Angry Birds Dream Blast, and Angry Birds Journey, and earns revenue mainly from in-app purchases while offering brand assets and parental guidance for promotion and safety. The games run on mobile devices, delivering engaging, character-driven gameplay; players download the apps, play various modes, and can buy items to enhance their experience, with tools like Rovio for Parents to manage purchases and data usage. The company stands out by using the globally recognized Angry Birds IP, offering a diverse lineup of games, and providing assets and parental resources that support cross-promotion and multiple revenue streams beyond core play. Rovio’s goal is to entertain a wide audience with accessible mobile gaming centered on the Angry Birds universe while maintaining safe, enjoyable experiences and sustainable revenue through purchases and partnerships.
Industries
Consumer Software
Entertainment
Gaming
Company Size
501-1,000
Company Stage
IPO
Headquarters
Espoo, Finland
Founded
2003
See people who can refer or advise you
Help us improve and share your feedback! Did you find this helpful?
Hybrid Work Options
Flexible Work Hours
Relocation Assistance
Northern Forge Studios and Runaway Play lead Green Games Jam Awards 2026. Hosted by Playing for the Planet, Ustwo CEO Maria Sayans was recognised with the Champion award and CD Projekt Red was given the Changemaker accolade Published on Sep 21, 2026, 4:34 AM PDT The 2026 Green Games Jam Awards, hosted by Playing for the Planet, were presented last week at BFI Southbank, recognising developers for achievements in "sustainable game development and environmental storytelling." Eleven awards were presented, with both Northern Forge Studios and Runaway Play receiving two each. Northern Forge received Best Small Studio and UNEP's Choice for Orna: The GPS RPG. Runaway Play earned Best Storytelling for Flutter: Butterfly Sanctuary and Google's Choice for Splash - Fish Aquarium. CD Projekt Red won the Changemaker award, and Ustwo Games' Maria Sayans won the Champion accolade. Rovio Entertainment was recognised for Best Fundraising with Angry Birds Friends and Angry Birds Dream Blast. "Every year, the Green Game Jam shows how games can bring environmental stories to life and inspire players to protect and restore our planet", said Playing for the Planet head of operations Lisa Pak. "We've been thrilled by the positive player response to this year's reef and rainforest content, and we're looking forward to continuing the conversation around resilience with millions of players around the world in the 8th edition of the Green Game Jam in 2027." The Playing for the Planet Awards concluded this year's Green Games Summit, which featured talks and panels from Hasbro, Supercell, Ustwo Games, Playstack, and others. Here is the full list of nominees and winners for this year's ceremony: Best newcomer. * Cards, the Universe and Everything by Avid Games * Lords Mobile by IGG * Seekers Notes by Mytona Winner: Seekers Notes by Mytona Best Small Studio. * Cards, the Universe and Everything by Avid Games * Flutter: Butterfly Sanctuary by Runaway Play * Orna: The GPS RPG by Northern Forge Studios Winner: Orna: The GPS RPG by Northern Forge Studios Best in reefs. * Hope's Adventure by Green Leap Games * Sunshine Island by New Moon Studios * Splash - Fish Aquarium Winner: Hope's Adventure by Green Leap Games Best in rainforests. * Lords Mobile by IGG * Call of Dragons by Lilith Games * June's Journey by Wooga Winner: Lords Mobile by IGG Best Storytelling. * Flutter: Butterfly Sanctuary by Runaway Play * Hope's Adventure by Green Leap Games * June's Journey by Wooga Winner: Flutter: Butterfly Sanctuary by Runaway Play Best Fundraising. * June's Journey by Wooga * Canasta Fun & Friends, Rummy Fun, Skat Treff & Tarot Classique by GameDuell * Angry Birds Friends & Angry Birds Dream Blast by Rovio Entertainment Winner: Angry Birds Friends & Angry Birds Dream Blast by Rovio Entertainment Champion. * Jonas Goodwin, Runaway Play * Sophie Barteau, Ubisoft Montreal * María Sayans, ustwo games Winner: María Sayans, ustwo games Changemaker. * CD Projekt Red * Massive Entertainment * Megapop Winner: CD Projekt Red Google's Choice. * Lords Mobile by IGG * Orna: The GPS RPG by Northern Forge Studios * Splash - Fish Aquarium by Runaway Play Winner: Splash - Fish Aquarium by Runaway Play Player's Choice. * Match Masters by Candivore * Hay Day by Supercell * June's Journey by Wooga Winner: Hay Day by Supercell UNEP's Choice. * Orna: The GPS RPG by Northern Forge Studios * June's Journey by Wooga * Lords Mobile by IGG Winner: Orna: The GPS RPG by Northern Forge Studios
Rovio shuts Copenhagen studio, cancels Sonic Blitz game. Rovio, a subsidiary of Sega, has closed its Copenhagen studio following the cancellation of the mobile game Sonic Blitz, affecting approximately 20 employees. September 1, 2026 Rovio Entertainment, a subsidiary of Sega, has officially closed its studio in Copenhagen. The decision comes shortly after the company cancelled its mobile title, Sonic Blitz, which was being developed at the location. The closure affects approximately 20 employees who were working on the project. The move is part of a broader strategic shift within Rovio as it re-evaluates its project pipeline and studio locations. Company leadership cited the game's failure to meet key performance metrics, specifically player retention, as the primary reason for its cancellation and the subsequent studio shutdown. Key takeaways. * | Rovio has closed its Copenhagen studio, impacting around 20 employees. * | The closure follows the cancellation of the mobile game Sonic Blitz. * | Poor player retention during the game's soft launch was a key factor in the decision. * | The move reflects ongoing integration challenges since Sega's $776 million acquisition of Rovio in 2023. Difficult decisions in a challenging market. Rovio has confirmed the closure of its Copenhagen operations, a move a company spokesperson described as an extremely difficult decision. The company acknowledged the significant impact on its team, particularly within the context of ongoing challenges across the wider games industry. "We fully recognise the impact this has on our team, especially given the ongoing challenges within the broader games industry," a spokesperson stated. The company is providing a comprehensive transition package for affected staff, which includes outplacement services and wellbeing support to help them find new opportunities. The closure is not an isolated event but part of a larger strategy to streamline operations. Alexandre Pelletier-Normand, CEO of Rovio and COO of Sega West, explained the need for focus. "We need to concentrate our bets both in terms of the games that we're making and where we're making them," he said. Employee impact. Approximately 20 employees were working on Sonic Blitz at the Copenhagen studio. Rovio has committed to providing support packages and outplacement services for those who cannot be reassigned to other internal projects. The promise and peril of Sonic Blitz. The cancelled title, Sonic Blitz, was an attempt to bring Sega's iconic hedgehog to a new mobile audience. The game was soft-launched in 2025 in select markets, including the Philippines and Brazil, to test its viability before a global release. According to Pelletier-Normand, the initial hypothesis was that the game would be a great addition to the Sonic brand and please the existing fandom. However, the data from the soft launch told a different story. " "It seems that retention hasn't been really good for us, which is one of the first steps. We need to see people engage with the game for a long period of time." Alexandre Pelletier-Normand, Rovio CEO Player retention is a critical metric for mobile games, indicating how many users return to play after their initial session. Low retention often signals problems with the core gameplay loop or long-term engagement, making a game commercially unviable. Despite the outcome, Pelletier-Normand expressed pride in the team's work, acknowledging that the project simply "didn't work." Rovio was quick to clarify that the cancellation was not a reflection on the quality of the team's work. "We want to be clear that this decision is not a reflection of the passion, creativity or effort that went into making Sonic Blitz, nor the amazing support we received from our community," the developer stated. Sega and Rovio: an acquisition under scrutiny. The closure of the Copenhagen studio highlights the ongoing difficulties since Sega acquired Rovio for $776 million in 2023. The acquisition was intended to bolster Sega's presence in the mobile gaming market by leveraging Rovio's expertise and its powerful 'Beacon' technology platform. Sega's mobile ambitions. Sega's acquisition of Rovio was a major strategic move to expand its mobile gaming footprint. The goal was to combine Sega's globally recognized intellectual properties, like Sonic the Hedgehog, with Rovio's proven success in creating and operating live-service mobile games, famously demonstrated by the Angry Birds franchise. However, the integration has proven more complex than anticipated. Earlier this year, Sega reported a $200 million impairment on the acquisition cost after Rovio's profitability "fell below the initial forecast." Sega CEO Haruki Satomi noted challenges in integrating Rovio's Beacon technology with Sega's own mobile titles. He explained that the operational and marketing methods differ significantly between Rovio's games and Sega's portfolio. "Consequently, we have unfortunately not achieved the level of results that had been expected prior to the acquisition," Satomi said. A challenging path forward. The failure of Sonic Blitz underscores the difficulty of translating a beloved console icon into a successful free-to-play mobile experience. While Pelletier-Normand remains convinced that a path exists to reach more mobile players with Sonic, he admits the challenge is greater than either company initially thought. The decision to close the Copenhagen studio reflects a broader industry trend of consolidation and risk aversion. Companies are increasingly willing to shut down projects and even entire studios that don't show clear signs of significant commercial success early on. For Sega and Rovio, the focus now shifts to finding a successful formula for their combined strengths, a task that has so far proven to be a difficult but necessary journey.
Weekly news 35/26. This week news about the Finnish Game Industry is... led by a strong Finnish presence at gamescom, where Iceflake Studios revealed LEGO Skylines, Remedy showcased CONTROL Resonant and MiTale presented its work on quantum computing in commercial game development. Gamescom also offered a strong week of international visibility, meetings and business opportunities for many Finnish developers. Commission EVP Henna Virkkunen visited the Nordic All Stars booth, where discussions covered Nordic game development, upcoming regulation and the wider Nordic game development community, alongside demos from Simucube and Murska Digital and a discussion around Remedy Entertainment's upcoming CONTROL Resonant. Elsewhere, Rovio is closing its Copenhagen studio following the cancellation of Sonic Blitz, while Frozenbyte has delayed Trine 6 to March 2027. Lohkare Games' Last Drop, meanwhile, reached #1 on Steam's Finnish top sellers chart after its Early Access launch. On the ecosystem side, The Finnish Game Industry's new policy programme for 2027-2031 is out, KooPee Hiltunen has been re-elected to the EGDF board, EGDF has published its latest European industry insights, and new regional initiatives in Espoo and Pirkanmaa highlight continued efforts to strengthen the conditions for game industry growth. Stay updated on what's happening in the Finnish game industry by following the Play Finland Facebook group, and help Neogames stay informed by posting your Finnish game industry news there! Follow Neogames Finland also on LinkedIn. Neogames Dones & News * The Finnish Game Industry's proposals for decision-makers for 2027-2031 are now public. Neogames' new policy programme brings together the measures the industry considers necessary at municipal, national and EU level, covering areas including access to talent, education and skills, startup financing and international competitiveness. * KooPee Hiltunen has been re-elected to the board of the European Game Developers Federation (EGDF). Hendrik Lesser continues as president for 2026-2028, with the new board representing Germany, Finland, Sweden, Croatia, Poland and France. EGDF's priorities for the next two years include access to funding and talent, helping European studios move higher in the value chain and strengthening the global visibility of the European game industry. * Commission EVP Henna Virkkunen visited the Nordic All Stars booth at gamescom. The discussion covered game development in the Nordics, upcoming regulation and the Nordic game development community. Virkkunen also saw game demos from Simucube and Murska Digital, and discussed Remedy Entertainment's upcoming CONTROL Resonant. Read Neogames Finland's LinkedIn post. * Gamebadges Challenge Sprint is looking for participants for its second online pilot. The sprint runs 14-27 September, with selected participants submitting real Gamebadges applications using evidence from their existing work or portfolio. Applications are open until 9 September. Game Industry News, thoughts & discussions * Espoo Game LAB concludes with 13 new companies and new jobs created in the Capital Region game industry.The three-year programme involved 108 participants and resulted in 13 new companies and 22.5 person-years of new employment. The programme also organised 38 events reaching around 2,100 participants. Neogames Finland evaluated the Game LAB operating model * Pirkanmaa calls for stronger recognition of the game industry and content industries as drivers of Finland's growth. Business Tampere highlights games, audiovisual industries and digital content as areas with significant potential for scalable growth, exports and employment, and calls for stronger recognition of content industries in R&D funding, internationalisation services and national growth policy. * EGDF has published its 2024 European Video Game Industry Insights. The new report provides updated data and policy context on the European game industry and highlights the sector's resilience in a challenging global market. * Colossal Order CEO Mariina Hallikainen has joined the PGC Nordics speaker line-up. Hallikainen, who has led the Tampere studio since its founding in 2009, joins the conference taking place in Helsinki on 20-21 October. Session details will be announced later. * Final reminder: Finnish Games Week Steam Event submissions close on 1 September at 18:00 CET. Finnish companies can submit published or upcoming Steam games for the event running 12-18 October, immediately before Finnish Games Week in Helsinki. News from and about Finnish Game Studios * Iceflake Studios is developing LEGO Skylines, revealed at gamescom Opening Night Live. The new city-builder from Tampere-based Iceflake Studios is being published by Paradox Interactive in collaboration with the LEGO Group and is coming to Steam, PlayStation 5, Xbox Series X|S and Nintendo Switch 2. No release date has been announced yet. * Rovio is closing its Copenhagen studio following the cancellation of Sonic Blitz. Around 20 employees worked on the cancelled game. Rovio CEO Alex Pelletier-Normand said Sonic Blitz did not achieve the player retention required during soft launch; employees who cannot be reassigned to other Rovio projects will receive transition support. * Finnish studio MiTale is exploring quantum computing in commercial game development through C.L.A.Y. - The Last Redemption. Quantum circuit simulations are being used in the upcoming RPG's narrative and procedural systems, including story dynamics and environment generation. MiTale is showcasing the game at gamescom this week. * Frozenbyte has delayed Trine 6: Together in Time from 17 September 2026 to 4 March 2027. Following feedback from its recent Private Playtest, the studio will use the additional development time to introduce a second puzzle experience and work further on combat, camera behaviour, onboarding and online multiplayer. * CONTROL Resonant received a new gamescom trailer and another technology showcase. Remedy's upcoming title was shown during gamescom Opening Night Live, and Nvidia separately presented new CONTROL Resonant gameplay demonstrating path tracing and DLSS 4.5. The game launches digitally on 24 September. * Lohkare Games' Last Drop reached #1 on Steam's Finnish top sellers chart following its Early Access launch. The Jyväskylä-based studio released the 1990s Finland-set open-world game into Early Access on 18 August. Last Drop on Steam. NEW Finnish games released & upcoming releases * Gladio Mori leaves Steam Early Access and launches in full on 16 September on PC, PlayStation 5 and Xbox Series X|S. The physics-based fighting game is developed by Oulu-based Plebeian Studio. Jobs & Recruitment * Looking for work or talent in The Finnish Game Industry? Neogames maintains links to Finnish game company job pages, GamesJobs.fi and other relevant recruitment resources. This week's roundup highlights news from the past week in the Finnish Game Industry. In the future, this bulletin is again posted every Friday afternoon. You can find past weekly roundups from Weekly roundup section. News are gathered from various industry sources and the Play Finland group posts during the week. Post your Finnish Game Industry related news to the group to get a chance to be included in the weekly roundup! Best Regards, Neogames Finland
How Nordic studios are using AI, from legal risk to AI-native production. In part one of a multi-part series, five industry voices from the Nordics explain how AI is changing studio culture, data analysis, creative roles, studio structure and legal risk across the region August 17, 2026 * Not every studio expects AI to reshape its focus - some keep human creativity deliberately central. Some studios are restructuring roles entirely around AI-native "vision holders." * Legal risk has shifted from IP exposure to player backlash and "shadow AI." As the first part of our series on AI in the Nordic games industry, we spoke to five people close to that shift: two studio founders, an AI-native studio co-founder, a games lawyer and a business development manager working across studios, to see what AI adoption is looking like across the Nordic region. Where AI is - and isn't - earning its keep Mikael Gummerus, chairman and co-founder of Dodreams - the studio behind Drive Ahead!, which has passed 300 million organic downloads is candid about how far AI has actually reached inside his studio. "Where AI has made the biggest difference for us at Dodreams is in data analysis and turning that data into actionable suggestions," Gummerus says. "We have significantly reduced the amount of manual work involved, as well as the number of separate systems we need to use. The process now costs less, produces better-quality analysis and, importantly, gives us suggestions and perspectives that we simply did not have the manpower to uncover before. "AI does not replace the final decision-making, but it helps us get from raw data to informed decisions much faster. In a relatively small team, that is a meaningful day-to-day advantage. "We have not yet achieved the same kind of leap in Unity development or artwork. Those areas still involve much more hands-on work, and the gains from AI have so far been incremental rather than transformational. However, the tools are developing quickly, and we continue to experiment with where they can genuinely improve our workflows." Roles collapsing into "vision holders" Tatu Petersen-Jessen, a former senior art director at Rovio and art team manager at Remedy, co-founded Odd Latent as an explicitly AI-native studio. For him, the change isn't a new job title so much as how much ground one person can now cover. "The closest concrete example in our studio is a role we call 'game specialist,' borrowing terminology used by some Turkish studios for their hybrid PM / design roles," Petersen-Jessen says. "For us, a game specialist is practically a one-person game team, working across art, design and code. What is new is not necessarily the title itself, but how much ground one person can realistically cover with the help of smarter tools, agents and frameworks. "As for what has disappeared, I would not say that any individual craft has disappeared entirely. In our company, what has largely disappeared is the narrowly defined role where someone works only within one discipline and then hands the work to the next specialist. Increasingly the crafts merge into one, and the goal becomes to understand the user and their experience holistically. "This holistic understanding is also where most of the efficiency increase comes from. When one person can iterate on all aspects, and move faster, it results in better quality not just faster delivery. "In many ways, I see this as a return to what game development used to be before complexity and competition drove up team sizes and specialisation." Tatu Petersen-Jessen "We have also had success giving our tools to people coming directly from university. They still arrive with one discipline as their strongest area, but the tools allow them to extend their impact well beyond it and take responsibility for a much larger part of making a game. "In many ways, I see this as a return to what game development used to be before complexity and competition drove up team sizes and specialisation. When I talk about roles collapsing, I mean that previously separate roles are converging into combination roles. "This can be scary or liberating depending on the person. It pushes people outside their comfort zones and towards broader responsibility. I think it suits people who joined the industry because they want to make games as a whole, while it may be less appealing to someone who wants to remain focused on a single craft." Built for AI sceptics Olivia Tunkelo, COO and co-founder of Brimstone AI, describes her company as occupying an unusual spot in the AI conversation. "Brimstone stands in a unique intersection of adoption and caution - an AI product that caters to people who are against AI," Tunkelo says. "This is also reflected in how we approach AI internally. "We are leaning on AI assisted development and focus on testing features quickly and polishing them by hand. As an extremely quickly developing technology it also requires a lot of adaptability which means that we've designed our processes to not rely on specific software or methods. Instead we focus on the end result and what the standard of quality we expect from everything we release. "I don't see fundamental changes coming to Brimstone as a company as a result of AI. That's largely due to the fundamental goal of focusing on human creativity. So while AI offers a lot of assistance, we don't see it changing the core focus of the company." Where the real risk now sits Tuomas Pelkonen, an attorney and senior associate at Nordia Law, says the question he's asked most hasn't changed - but everything around it has. "Honestly, the most common question has not changed: a client describes how they are using AI and asks whether I see any risks," Pelkonen says. "What has changed is the level of detail in the description and the number of use cases in it. The AI Act is another recurring theme: what it now actually requires of a studio. "With established brands the attachment to a favourite game and its characters runs deep and the thought that they might be AI-produced can be intolerable." Tuomas Pelkonen "But we also talk a great deal about commercial risk. In triple-A especially, players may simply not accept AI-generated content. With established brands the attachment to a favourite game and its characters runs deep and the thought that they might be AI-produced can be intolerable. "Shadow AI is also discussed: developers using tools the studio has not adopted. If a team member reach for AI on their own initiative during development, under schedule pressure or otherwise, and never flag it, the company may find out only after launch. By then it may be both a commercial and a legal problem." The view across the industry Hind Toufga works across multiple studios as a business development manager, most recently advising Glimeria Studios AB and running her own consultancy, Julicia Studio, connecting Nordic and MENA gaming markets. From that vantage point, she sees adoption maturing fast. "Based on my background as a business development manager and my work across different game studios, I get to see how these conversations and needs are developing across the industry," Toufga says. "What I'm seeing across the Nordic games industry is a shift from experimenting with AI to finding practical ways of integrating it into everyday production. "Studios are increasingly looking at AI for areas such as coding support, automated testing and QA, localisation, data analysis, concept development and repetitive production tasks. "For me, the most interesting part isn't AI replacing creative talent, but how it can allow smaller teams to work faster and give developers more time to focus on the parts of game development that genuinely require human creativity and judgement. "The Nordics have always had a strong culture of technical innovation, but there is also healthy caution around ownership, ethics, data and protecting creative work. The studios that benefit most won't necessarily be those adopting the most AI, but those that understand where it genuinely improves their pipeline while keeping people, creative direction and player experience at the centre." Continue the AI conversation at PGC Nordics, where the AI Gamechangers Summit is taking place - tickets are here.
Rovio to bring Angry Birds attraction to Granada Mall, Riyadh. The company continues to expand its Middle East footprint with food, play, and rides Rovio's Angry Birds brand is recognised globally, building on the mobile game's success with animation, consumer products, movies, and location-based experiences Rovio Entertainment Corporation, a Finnish mobile-first gaming company and creator of the Angry Birds brand, will bring the iconic IP to Granada Mall in Riyadh, Saudi Arabia, as part of the ongoing expansion of its location-based entertainment offering in the Middle East. The new attraction will feature food and drinks, play zones, and amusement rides suitable for visitors of all ages. Scheduled to open within the year, it aims to provide families with a vibrant, active space to experience the Angry Birds world together while enhancing the mall's existing retail, dining, and entertainment options. Katri Chacona, head of brand licensing at Rovio, says: "Angry Birds offers fun for everyone, whether that's through a quick solo game on your phone or a full day out with the family. "Bringing the brand to Granada Mall Riyadh gives us a fantastic opportunity for the local consumers to experience our brand in a space that's accessible, welcoming, and full of fun." Transforming from a mobile game into a worldwide entertainment brand. Since its mobile debut in 2009, Angry Birds has been downloaded over 5 billion times. It has expanded from a simple game into a broad entertainment franchise, including animation, consumer products, movies, and location-based experiences. The third film, The Angry Birds Movie 3, is scheduled to premiere in December 2026, after the original film in 2016 and its 2019 sequel. "It's exciting to see Angry Birds continue to expand, giving fans new ways to experience the world they know and love," adds Chacona. "The summer of 2026 is a very exciting time for Angry Birds - the trailer for The Angry Birds Movie 3 came out in June, and the reception has been amazing. Seeing the anticipation and joy of our audiences adds to our momentum as we approach the December premiere of the film" This new location at Granada Mall enhances Rovio's expanding role in location-based entertainment as the company advances its licensing initiatives in partnership with SEGA and seeks new avenues to integrate the Angry Birds brand into immersive, real-world experiences for fans worldwide. Earlier this year, Angry Birds launched a global partnership with The Smiley Company, merging two digital icons into vibrant and expressive lines of future consumer products. Rovio has also partnered with Toca Social Toca Social to bring a unique Angry Birds game to its UK venues. Charlotte Coates Charlotte Coates is blooloop's editor. She is from Brighton, UK and previously worked as a librarian. She has a strong interest in arts, culture and information and graduated from the University of Sussex with a degree in English Literature. Charlotte can usually be found either with her head in a book or planning her next travel adventure.
Find jobs on Simplify and start your career today
Industries
Consumer Software
Entertainment
Gaming
Company Size
501-1,000
Company Stage
IPO
Headquarters
Espoo, Finland
Founded
2003
Find jobs on Simplify and start your career today