Valve corporate guiding principles
Have you heard that in some companies employees are allowed working 20% of their time on the personal projects? It turns out that there is the company that rendered this principle to the absolute. Let’s imagine that you can work 20% out of 100% of the working time on any project that you want. There are no managers, departments and chiefs. The company structure is totally flat, and all employees are equal and voluntary grouping by interests. Only the projects that attract more people have chance to survive.
Does this sound like utopia? Let’s get to know the management principles in Valve company, which has been developing the computer games, such as (Half-Life, Portal, Steam).
Each Valve employee decides for himself what project he/she is going to work on. Developers start their projects and compete with each other, gaining colleagues over.
Each employee has enough time to decide what the project to join, while walking from the cafeteria to the massage room, and then from there to the game room to play darts, or enjoy a workout at the gym. How do I know what's going on? Just ask your colleagues.
The company management has full confidence in the employees in the selection of projects and does not interfere in the process. It is hard to believe that it is possible to organize work with the principles of absolute freedom in the company, without the management and the traditional understanding. But Valve did it. And who says that the company is not successful. Now Valve is making more money than Google, Amazon or Microsoft in terms of earning per employee. Thereat the income of each employee depends on the success of the company, and much of the profit goes to Valve employees.
Valve management principles are stated in 56-page Valve Employee Handbook (PDF). This handbook is made up only recently as a guiding manual for those who want to work for the company. The document was scanned and posted on Flamehaus forum by one of the candidates.
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