Developing culture as product: How Gram Games sets itself apart
summary
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.
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