Case Studies
Learn how customers are leveraging Live Aware to validate key design moments, accelerate bug reporting, democratize playtesting, and validate the play experience pre and post launch
Learn how customers are leveraging Live Aware to validate key design moments, accelerate bug reporting, democratize playtesting, and validate the play experience pre and post launch
LIVE AWARE'S FEEDBACK LOOP FUELS TREEHOUSE GAMES
LIVE AWARE'S FEEDBACK LOOP FUELS TREEHOUSE GAMES
LIVE AWARE'S FEEDBACK LOOP FUELS TREEHOUSE GAMES
When you set out to create a game that serves as "the best way for friends to spend time together," feedback from your players becomes more than a nice-to-have — it becomes your north star. This is the challenge that Treehouse Games embraced with their cooperative survival crafting game, Voyagers of Nera.
When you set out to create a game that serves as "the best way for friends to spend time together," feedback from your players becomes more than a nice-to-have — it becomes your north star. This is the challenge that Treehouse Games embraced with their cooperative survival crafting game, Voyagers of Nera.
When you set out to create a game that serves as "the best way for friends to spend time together," feedback from your players becomes more than a nice-to-have — it becomes your north star. This is the challenge that Treehouse Games embraced with their cooperative survival crafting game, Voyagers of Nera.
When you set out to create a game that serves as "the best way for friends to spend time together," feedback from your players becomes more than a nice-to-have — it becomes your north star. This is the challenge that Treehouse Games embraced with their cooperative survival crafting game, Voyagers of Nera.



FINDING BALANCE IN COMPLEXITY FOR LUNCHBOX ENTERTAINMENT
FINDING BALANCE IN COMPLEXITY FOR LUNCHBOX ENTERTAINMENT
1 map. 10 players. 21 ships. 63 skills. 126 skill modifications. That's a lot of variables to combine to create an infinitely replayable team-based competitive experience with no "right way to play." That's exactly what Lunchbox Games set out to create with its upcoming title, Sirocco.
1 map. 10 players. 21 ships. 63 skills. 126 skill modifications. That's a lot of variables to combine to create an infinitely replayable team-based competitive experience with no "right way to play." That's exactly what Lunchbox Games set out to create with its upcoming title, Sirocco.
1 map. 10 players. 21 ships. 63 skills. 126 skill modifications. That's a lot of variables to combine to create an infinitely replayable team-based competitive experience with no "right way to play." That's exactly what Lunchbox Games set out to create with its upcoming title, Sirocco.
1 map. 10 players. 21 ships. 63 skills. 126 skill modifications. That's a lot of variables to combine to create an infinitely replayable team-based competitive experience with no "right way to play." That's exactly what Lunchbox Games set out to create with its upcoming title, Sirocco.