Supercent’s Participation in ‘CEO Summit for Gaming 2026’
Supercent recently announced its participation in the ‘CEO Summit for Gaming 2026’ organized by Google Korea, where it introduced its AI-driven content production and operations system, along with its vision to evolve into a content-tech company.
The event kicked off with a welcome address from Google Korea President Yoon Goo, bringing together leaders from major domestic game companies, including Nexon CEO Kang Dae-hyun. Supercent’s CEO, Kong Jun-sik, was a key speaker in the final panel session titled ‘Leaping from AI Native to Content-Tech,’ where he discussed the company’s current AI implementation and future strategies.
Kong stressed the need to secure user engagement, stating, “The battle ahead will not be won by who creates more, but by who secures the user’s time.” He underscored that only companies that can effectively analyze and predict demand will achieve sustainable growth.
To facilitate this, Supercent has developed the ‘Publishing System Loop (PSL),’ an in-house AI-based production and verification system that encompasses market trend analysis, game concept discovery, prototyping, global testing, and decision-making for launch. This system has significantly improved the company’s casual game success rate to approximately 5%, compared to the industry average of about 0.5%.
Supercent also operates ‘CENT,’ an AI platform trained on over 10,000 game ideas and 1,000+ global test datasets, and ‘NAVI,’ an execution platform supported by about 180 AI agents managing various tasks across approximately 60 projects.
Addressing workforce changes due to AI, Kong indicated the company’s hiring surge, which has seen its employee count rise from about 100 to approximately 350, with plans to grow to around 500 by year-end. He emphasized, “AI is not a technology that replaces people, but one that expands human capabilities.”
Looking ahead, Supercent aims to develop a comprehensive content-tech platform, leveraging its AI capabilities in gaming across various content sectors, including advertising, short-form video, drama, film, and music. Kong pointed out that while the Korean game industry is strong in development and IP competitiveness, there is ample opportunity for improvement in global user acquisition and data-driven operations. “AI transformation is an opportunity to close the gap and get ahead,” he noted.
Supercent’s achievements include 1.5 billion cumulative downloads, 100 million monthly active users, and ₩500 billion in total revenue within five years. Approximately 97% of its revenue comes from international markets, and the company has experienced growth for 15 consecutive quarters, becoming the first Korean game studio to rank 7th in global mobile game publisher downloads, according to Sensor Tower.
This article was originally written in Korean and translated with the help of NC AI, then edited by a native English-speaking editor. All translations are reviewed by our newsroom. Read Original