There is no editorial meeting. There is a rotation, a seed and a very small amount of code that decides what you play tomorrow.
People sometimes ask who picks tomorrow's puzzle. Nobody does, which sounds like a joke and is not.
The daily schedule is a function of the date, and it has been decided since the day we wrote it.
The rotation is arithmetic
Six games in the daily rotation, one per day, cycling. Which game lands on which date is computed, not chosen, which means we cannot accidentally favour a game we happen to like.
The three arcade games sit outside the rotation and are always available, unlimited.
The difficulty ladder is fixed
Three levels per daily, escalating. The level is part of the seed, so your level three is the same board everyone else gets.
We tune the ladder occasionally, but a tuning change only affects future dates — past puzzles are frozen, which keeps historical scores comparable.
What we do by hand
Balance changes, new games, bug fixes and the content you are reading now. Everything else is arithmetic.
The nice property of this design is that there is no daily operational burden. If we all took a month off, the puzzles would keep arriving.