


Live puzzle and casual games need a steady flow of fresh content, but scale only works when quality, pacing, difficulty, and player experience stay consistent.
vreau This case study looks at Amber's level design model for long-running live projects, from planning and Beat-Charts to KPI tracking, iterative tuning, partner feedback, documentation, and QA. The approach is designed to support predictable delivery while staying flexible enough to respond to new mechanics, changing priorities, and player behavior.