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How have things been going at Rovio since it was bought by Sega?

Rovio after Sega acquisition has meant more than a change in ownership for the studio behind Angry Birds. The partnership brings together Rovio’s mobile-game experience and Sega’s global entertainment business, with ambitions that span games, films and other media. Ben Mattes, creative officer for the Angry Birds IP, describes how the teams are working together and why Rovio is approaching future projects carefully.

Image credit: Rovio

Rovio after Sega acquisition: how the partnership is working

Sega bought Rovio in 2023 for $776 million. Mattes says the acquisition was not entirely unexpected inside the company, and that Sega felt like a strong match for the Angry Birds brand compared with other potential owners.

He describes both organizations as international businesses rather than a simple pairing of a Western studio with a Japanese parent company. Rovio has teams in North America and Europe, while Sega operates offices around the world. Rovio staff also travel to Japan to meet with Sega teams and work on shared projects.

One example is the Angry Birds content created for Sonic Racing: CrossWorlds, which includes Red as a driver. Mattes says cross-company work often begins with calls and written communication. Written discussions can be easier to translate, while detailed reviews help both sides align on how each company’s characters and worlds should be represented.

Practical takeaway: Crossovers work best when teams agree on the important details early, including character design and how each property should be treated.

Why mobile development requires a different approach

Mobile games are central to Rovio’s business, while mobile represents a smaller part of Sega’s overall portfolio. Sega has had successful mobile titles, including Hatsune Miku: Colorful Stage!, but Mattes says mobile development can require a different way of working from console projects.

Rather than keeping a game under wraps until launch, mobile teams may test early versions with players and use the response to decide whether to adjust, continue or stop development. That means a promising idea may need several rounds of iteration before it is ready for a wider release.

Mattes says Rovio looks for signs that a project could become a lasting hit, not simply a game with a modest annual return. As a result, many early concepts do not make it to launch. He notes that this is a familiar part of free-to-play mobile development, where teams must judge whether a game has the potential to keep players engaged over time.

Practical takeaway: Early testing can help a studio find problems before investing heavily in a project, but it also means that not every announced or tested concept will become a finished game.

Building Angry Birds beyond mobile games

Mattes does not comment on Sega’s $200 million impairment related to Rovio, saying that company finances are outside his role. He does, however, emphasize that Sega’s interest in Rovio extends beyond mobile games. The broader goal is to grow Angry Birds as a transmedia property while also sharing Rovio’s mobile, free-to-play and live-operations experience across Sega’s portfolio.

The interview identified the third Angry Birds movie, scheduled for December at the time, as an important part of those ambitions. Mattes says Rovio works with Sega’s Sonic-focused team in Burbank, California, and that the growth of Sonic across different forms of entertainment offers lessons for future Angry Birds projects.

Angry Birds first appeared in 2009. Mattes credits storytelling and partnerships outside games with helping the brand develop beyond its original premise. Giving the characters and their world greater depth, he says, creates more opportunities to connect with audiences.

Practical takeaway: A recognizable game brand can reach new audiences through other media, but each extension still needs to feel consistent with the characters and world fans know.

Keeping new Angry Birds games true to the brand

Rovio continues to consider projects beyond Angry Birds, including games based on new ideas or other Sega properties. Mattes says those proposals must show strong early potential to justify moving resources away from an Angry Birds project. He also notes that several Angry Birds projects across different platforms can be in development at once.

That does not mean every genre is a natural fit. Mattes argues that turning Angry Birds into a first-person shooter simply to expand the brand could alienate both existing fans and players looking for a different experience. He points to Plants vs Zombies: Garden Warfare as an example of a major shift from the original game’s format, while acknowledging that the series made the change successfully for some players.

Rovio’s approach is to broaden the range of Angry Birds experiences gradually. Collaborations such as Sonic Racing: CrossWorlds and the game’s appearance in Two Point Museum introduce the characters in new settings without immediately changing the core identity of the series.

Mattes describes the franchise’s foundations as memorable birds with distinct powers, conflict, dramatic outcomes, clever antagonists, protection and defense, irreverent humor and topical themes. Those elements can support different kinds of gameplay, but each new project still needs to respect what makes the property recognizable.

What the future may hold for Rovio

Rovio’s work under Sega combines the challenges of mobile development with a wider entertainment strategy. The companies are collaborating across regions, while Rovio continues to test new ideas and focus on projects with the potential to last. At the same time, the studio is looking for ways to expand Angry Birds without making changes that feel disconnected from the franchise.

Overall, Rovio after Sega acquisition points toward careful growth: developing mobile expertise, exploring cross-media opportunities and building new game experiences that still fit the Angry Birds identity.

Image credit: Rovio

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