
Sophia Regnault
Portfolio
Game Designer • Developer • Artist


Programming /Mechanics
Game Design

Contact
Feel free to reach out to me via email or LinkedIn!
© All rights reserved.


Solve a strange murder aboard the Oriel Express as owl detective Athena Nox in this point and click murder mystery game. In the game you will find clues aboard the train, question 4 avian suspects, organize clues on your clueboard, and discover who was responsible for the murder of Seaton Mallard.
My Roles

Co-Producer
Co-Produced the game over the course of a semester with another developer
The game was developed by me, my co-producer, and volunteer Georgia Tech VGDev club members over the course of one semester
Post semester changes are up to me and my co-producer
Pitched the game to Georgia Tech VGDev leadership to have the game made through the club. For the pitch compiled an early Game Design Document and Art Style Guide and designed a demo scenario.
Organized teams of people using software such as Taiga and Miro to ensure tasks get assigned and completed
Conducted public playtesting events at Georgia Tech to gather feedback through a google form. Collected the feedback and determined what needed to be changed

During the semester, managed a task management program to assign people tasks.

Currently organizing post semester solo development.
Head Artist
Designer

Tutorial Clue Design

Tutorial Design

Train Car Design
Text Highlighting
Programmer
Train Car Implementation + Window Parallax Programming

Dialogue Logic (Crow Dialogue Graph View Example)

Clue Inspector

Character Art

Baldur's Gate 3 Character

Unicorn Satyr Design

Lionfish Mermaid Design

Jellyfish Mermaid Design

Character Commission

Character Commission

Lan Fanart from AFK Arena
Art for Videogames

Perseus

Cassiopeia

Draco 1

Draco 2
Character portraits for Sylvie's Constellation


Logo and Loading Icon for Bloodelic
Sprite animations
Other

Nausicaa of the Valley of the Wind (by Studio Ghibli) Alternate Poster

Political Logo Commission

Autumn Witch

Artfight 2024 Artwork

Current Crisis is a Unity simulation video game by a Georgia Tech Vertically Integrated Project team and is currently in development. I joined the project August 2025 as a gameplay programmer. The game aims to educate people on power line efficiency, green energy, and preventing wildfires caused by poor infastructure upkeep.
Contributions
Upgrade Tree Programming

Implemented an upgrade for Solar Generators. When the generator detects it is on a flat tile and the Daylight Efficiency Node is activated, applies a bonus to Solar Generator output.
Programmed a feature that allows the player to enable auto line trimming on a given power line. When auto trim is enabled, it automatically trims the line after an in game month. It's slightly more expensive than manually trimming, so adds a price multiplier every time the game auto trims. The player can enable and disable the trimming.
Weather Model Programming
Implemented a wind speed model based on terrain elevation and vegetation.
Implemented a scalar based Solar Panel output model depending on time of day, month of the year, and tile biome
Targeting System
- Targets closest targetable object to the center of the screenspace when pressing right click
- Uses a dynamic list to update targetable objects within the hitbox range
- Uses Cinemachine camera controls to swap between a fixed camera and mouse controlled camera
Raycasted edge detection for enemy AI.

Dynamic Skybox Shaders
- Uses noise to spawn clouds and a distort them
- Colors and speed are all easily changable in engine
Programatic Ski Signs
- Uses a list of Structs taking a name, SignType (ScriptableObject), and direction to generate a sign
- Allows the user to change the sign displacement and top of the sign generation to customize the outcome
Programmatically generated ski lifts given coordinates. Models provided by Nicolas Suttles, all programming done by me.
Basic Movement (Jump, Double Jump, Walk, Sprint, Move Camera, Slash Effect)
Killbox
Hitting Bell Triggers Platform & Waterfall Shader

Original Map Layout Sketch

Finished Map
The main design constraints were making sure we had a variety of slope difficulties (color coded by difficulty), each slope was unique, and each slope was easily accessible by lift.


Slope names & Gimmicks


Questline progression for a murder mystery game.


UI Design for Chess However Everything's Super Strange (or C.H.E.S.S)













































