~/talk

Gram Games on iterating your development pipeline as you grow

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Gram Games scales from ~15 to ~90 people across Istanbul and London while keeping iteration fast: teams produce one-week playable prototypes, run ~200 prototypes to date, then soft-launch in target markets like Canada and Singapore for real retention and monetization data. Engineering builds a custom analytics and dependency repo so game teams avoid SDK plumbing, using a Go back end, Python tooling combo for performance and integrations. Games that fail early get killed; successful ones move to regular sprinted feature releases.

AI-written summary · about

  1. 0:00Start
  2. 1:57Prototyping
  3. 5:19Development Timelines
  4. 16:45Monetization
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