That's actually very close to how modern game engines with with large teams(substitute designers/artists for product/business) work.
Very cool stuff, kudos.
Very cool stuff, kudos.
It's also really hard to build the right tools. It's very easy to sink 3-6mo into a tool that doesn't get a ton of usage because you either don't have partners on the other side who are invested or didn't solve the right problems.
For it to work right you need a lot of factors to go just right. When it does it's pretty incredible but feels a bit like trying to catch lightning in bottle.