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Pine Hearts

A cosy puzzle-adventure about love, growth and loss

SHIPPED · SWITCH, PC, iOS & ANDROID

· 🏆 2026 APPLE DESIGN AWARD (INCLUSIVITY)

Pine Hearts follows Tyke, a visitor to the Pine Hearts caravan park, on a gentle journey through memory and grief. I joined the project at Hyper Luminal Games in early production as a Junior Designer and worked through to ship, growing into a mid-level generalist role along the way. In 2025 the game came to iOS and Android via Secret Mode, and in 2026 it won the Apple Design Award for Inclusivity.

  • Role: Game Designer (Junior → Mid)

  • Studio: Hyper Luminal Games

  • Engine & tools: Unity + proprietary visual scripting tools

  • Platforms: Nintendo Switch, PC, iOS, Android Dates: Sep 2022 – Aug 2024

  • My focus: Quest scripting, Level design, Systems documentation

What I did

  • Scripted 3 of the game's 7 sub-regions — quests, interactions, and NPC encounters, built in the studio's proprietary visual scripting tools and iterated on internal and external playtest feedback.

  • Owned the level design of 3 of 7 regions from blockout to final layout, and supported refinement passes across the rest.

  • Authored and maintained the documentation for core mechanics and systems, keeping Art, Code, and UX aligned around design intent through to ship.

  • Helped improve the tools themselves, partnering with the code team on usability changes that sped up content creation for the whole design team.

Deep Dive: How a quest got made

Every quest in my three sub-regions went through the same pipeline, from a one-line theme to shipped content. Here's the shape of it.

The brief:

Each sub-region arrived as a theme, say a caravan park plus a quota: so many primary, secondary, and tertiary quests.

Pitch double:

I designed twice as many high-level quest concepts as the quota asked for, then workshopped them with the other designers, iterating and refining until the strongest survived. Designing to be cut keeps you honest: every shipped quest beat an alternative.

Document for everyone:

Each surviving quest got full documentation — required assets, logic and system changes — written so Art, Code, and UX could see exactly what it needed from them before committing to it.

Greybox the logic first:

While Art and Code built the assets and systems, I built the complete quest logic in the proprietary visual scripting tool using greyboxes and debug text. That meant flow and pacing were playable and testable weeks before a single final asset existed — pacing problems are cheap to fix in greybox and expensive to fix in art.

The greenlight:

I presented the quests to the creative director and department leads, who pressure-tested feasibility and scope. Nothing entered production that a lead hadn't agreed was buildable.

Integrate, test, sign off:

Final models and animations were imported into the working logic, internal playtests drove a last round of iteration — placement, text, quest-flow tweaks — and a final cross-department meeting approved the sub-region for ship.

Gallery

Outcome

Pine Hearts shipped on Switch and PC in May 2024, came to iOS and Android in September 2025, and won the 2026 Apple Design Award for Inclusivity.

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©2026 by Filippo Casola.

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