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Hey there! I’m Sofia Rivas, a game producer focused on bringing creative visions to life through strong communication and organized production. My background in art, development, and level design allows me to communicate across disciplines effectively and help teams navigate production challenges with clarity and efficiency.

I thrive in fast-moving environments where organization, adaptability, and communication are key. Whether I’m facilitating Scrum ceremonies, coordinating contributors, or resolving blockers, my goal is to help teams maintain momentum while creating games that players connect with.

Welcome to my portfolio!

Featured Work

Cursebreakers

Role: Producer
Team Size: 10 | Time Spent: In development since August 2025
Tools: Unity, Jira, Google Workspace, Miro

Cursebreakers is a first-person, online multiplayer, social horror game where you and your friends are tasked with breaking the curse in a manor before it seeps out into the rest of the world. Navigate through the twisting halls, collect items, and overcome challenges to dispel the curse that has possessed one of your friends. Can you prevent the end of the world?

The game was showcased at  Imagine RIT 2026, and was a finalist for Technical Excellence at RPI Gamefest 2026.

What I Did…
  • Managed workflows and task tracking using Jira.
  • Facilitated Scrum ceremonies, including sprint planning, retrospectives, and daily standups.
  • Fostered clear communication workflows between 5 internal team members and 5 external contributors spanning different countries and time zones, also delivering regular progress reports to 4 advisors.
  • Acted as the central point of contact across teams, proactively identifying blockers and facilitating quick resolutions to maintain momentum and meet key milestones.
  • Practiced proactive conflict resolution through regular 1:1 check-ins, creating space for team members to voice concerns early and collaboratively developing action plans to address issues before they impacted production.
  • Maintained comprehensive project documentation and detailed meeting notes, ensuring decisions, action items, and design changes were clearly recorded and accessible to the full team and stakeholders.
  • Organized monthly team bonding events to foster trust, morale, and a comfortable collaborative environment, supporting long-term team health.
  • Identified skill gaps and recruited 5 external team members to meet evolving project needs, ensuring the team had the expertise required to maintain momentum and quality.
  • Onboarded new team members, aligning on expectations and responsibilities, introducing workflows and tools, and ensuring clarity around task ownership and deliverables.

Verdant Engine

Role: Producer / UI Designer / Artist
Team Size: 7 | Time Spent: 6 months.
Tools: Unity, Trello, Google Workspace

A single-player strategy roguelike, where the player controls a massive mech possessed by a plant-like entity. The mech has a garden growing atop its chassis, and the placement of plants influences its combat capabilities.

The game was showcased at Experiential Development & Games Expo 2025Imagine RIT 2025Rochester Game Festival 2025, and RPI Gamefest 2026

Play Here: https://cilmering.itch.io/verdant-engine

What I Did…
  • Directed production from concept through release, coordinating a 7-person multidisciplinary team across design, programming, animation, audio, and art.
  • Facilitated Scrum ceremonies, sprint planning, backlog management, and milestone tracking to maintain steady production throughout a compressed 6-month timeline.
  • Improved cross-discipline communication by facilitating regular syncs between design, art, and programming, reducing implementation friction and rework.
  • Planned and coordinated internal, external, and expo playtests, translating player feedback into prioritized action items and production goals.
  • Identified production risks and blockers early, helping the team adjust scope and priorities to maintain a polished vertical slice target.
  • Streamlined portions of the art and animation pipeline, reducing production overhead and improving asset turnaround time.
  • Coordinated participation in four game exhibtions, including applications, milestone alignment, demo preparation, transportation logistics, and booth setup.

Crowd Comic

Role: Producer
Team Size: 18 | Time Spent: 4 months.
Tools: Github Issues for Task Tracking, React, Bootstrap, Sequelize

A collaborative art application where users create and submit comic panels in order to tell a shared branching narrative. Users can read an ever-growing library of user-created comics and explore the multiple paths they take to see alternative ways that the narrative can go.

What I Did…
  • Led an 18-person multidisciplinary team consisting of programmers, designers, artists, and writers spanning different countries and time zones.
  • Facilitated sprint planning, backlog refinement, stand-ups, and retrospectives to maintain development momentum and team alignment.
  • Conducted daily check-ins with the programming, design, and art leads to identify inter-team dependencies early and prevent blockers from impacting development progress.
  • Managed production tracking through GitHub Issues, helping organize milestones, dependencies, and feature priorities across multiple subteams.
  • Coordinated communication between discipline leads to improved cross-team collaboration and streamlined issue resolution.
  • Maintained production documentation, meeting notes, and delivered weekly stakeholder progress reports throughout development.

Doom Scroller

Role: Producer / Game Designer
Team Size: 5 | Time Spent: 6 months.
Tools: Unity, Jira, Google Workspace

A 2D platformer co-op game where you’re playing as two robot friends at a space station shipping company that suddenly gets overrun by aliens. Solve rapid puzzles and help each other to try and survive from the impending doom as long as you can!

Play Here: https://elad0211.github.io/Doom_Scroller_Test/

What I Did…
  • Led Scrum ceremonies, sprint planning, and retrospectives to keep the team aligned and adaptive.
  • Managed the Jira backlog, tracked progress, and ensured timely milestone delivery.
  • Maintained thorough documentation and coordinated all project deliverables.
  • Fostered collaboration between design, art, and programming disciplines to remove blockers efficiently.
  • Restructured level workflow around a tile-based system and asset pipeline to improve implementation efficiency and reduce level-building time.
  • Organized and ran playtests, implementing feedback each sprint to guide iterative improvements.
  • Designed and iterated on cooperative gameplay design to encourage simultaneous teamwork and communication between players.
  • Refined level layouts and gameplay flow based on recurring playtest feedback to improve pacing, readability, and player engagement.
  • Helped balance the asymmetrical gameplay experience between the robot and claw players to ensure both roles felt equally impactful.
  • Contributed to onboarding improvements by refining tutorial flow, gameplay readability, and visual communication for new players.
  • Collaborated closely with programming and art to align gameplay mechanics, level design, and player experience goals throughout development.
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