~/talk

Developing culture as product: How Gram Games sets itself apart

Talkat Pocket Gamer Connects London 2017 · 2017-01-16..01-17
links:none on file
slides:none on file

Claims that culture is managed like software are backed by concrete practices: a culture as a live product mindset with a flat org (no middle managers), a prototype day every Friday open to everyone, and OKRs tracked in a spreadsheet discussed in a weekly hour-long review. Meetings get a ban and onboarding embeds core values. Analytics flag people who stop contributing; credited with enabling hits like 10:10 and Merge. Expansion to a second studio keeps vigilant, iterative maintenance.

AI-written summary · about

  1. 0:00Introduction
  2. 0:55Culture does not make people
  3. 1:40Culture is a product
  4. 2:00Culture as a product
  5. 2:22How do you do this
  6. 3:35Gram Games core principles
  7. 7:00Work life dont divide
  8. 8:01Other than failure
  9. 8:46Developing culture as a product
  10. 10:32Our second studio
  11. 11:57Being vigilant
  12. 13:08Analytics
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