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LOVE AND PIES

Company
Trailmix Games

Duration
2022 - 2025


Genre
Merge2, story-driven

Platform
Mobile

Engine
Unity

Roles
Content Designer
Narrative Designer
Writer

 

Overview

Love & Pies is a live-service mobile merge game where players combine items to progress through a character-driven mystery, restore a café, and unlock cosmetic rewards. The game blends light narrative, environmental storytelling, and continuous LiveOps events to keep players engaged over time.

 

My Main Contributions​

Content & Game Design (LiveOps)
Designed and implemented player-facing content for a live-service mobile game, working within tight technical, scope, and cadence constraints. Integrated narrative, mechanics, and progression systems to support moment-to-moment play and long-term engagement.

 

Unity Implementation & Tools
Created and staged cutscenes in Unity using in-house tools, managing character positioning, animation timing, camera framing, and asset placement to ensure clarity, pacing, and readability across devices.

 

Player Progression & CMS Setup
Managed CMS setup for game days and events, configuring tasks, rewards, XP, costs, and progression logic. Ensured player journeys felt balanced, intuitive, and rewarding while supporting LiveOps goals.

 

Live Events & Seasons
Owned content design for events and Seasons, supporting weekly releases using Scrum. Designed features that fit within existing systems while introducing fresh variations to maintain player interest.

 

Systems Thinking & Feature Design
Contributed to core game design by researching competitors, analysing player data and feedback, and writing design specs for potential new features, including generator lifecycles, meta-map events, UI improvements, and progression mechanics.

 

Non-Verbal Gameplay Communication
Designed gameplay-adjacent storytelling through character movement, repetition, and environmental cues, reinforcing player understanding without relying on explicit UI or text.

 

Documentation & Best Practices
Authored design and cutscene best-practice documentation to improve consistency, efficiency, and quality across the content pipeline.

 

Iteration & Quality
Playtested content continuously, adapted designs based on feedback and data, and ensured high-quality output within a fast-paced live environment. Spearheaded the use for JIRA within the Content and Art teams to streamline our internal QA and feedback processes. 

 

Cross-Discipline Collaboration
Worked closely with design, narrative, art, tech art, QA, production, and marketing to deliver cohesive player experiences and align content with broader game goals.

An example of my Seasons work, from Unity to live. I storyboarded and implemented scenes in the CMS, configuring character poses, camera work, timing, dialogue, and chat heads, supported by a tool I designed to streamline cutscene creation.

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An example of my generator lifecycle design doc. 

I highlighted the problems with the current lifecycles and designed multiple solutions to slow down the generator progression of End of Content players and provide a coin sink.

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