Sophia Jones
Illustrator, Concept Artist, Printmaker, & Game Designer.
Game Design
Tower of Anemoia 2025
Developed by Sophia Jones, Ahona Mukherjee, Tina Yuan, Kate Kramer.
Created in Unity.
Synopsis:After a tragic event divides two siblings, one is pulled into the dream world of the other. To escape, they must explore the depths of their subconscious connection, and make difficult choices that will determine whether they mend their bond or sever it forever. What truths– and lies– await them within the Tower of Anemoia?Through the ascendance of this subconscious space, the siblings will explore the depth of their emotional connection and gain greater perspective on each other’s experiences. With this knowledge, the choice to repair or wreck their relationship is up to them.Gameplay:For fans of narrative-driven psychological and emotional adventures, choice-based gameplay, and surreal fantasy dreamscapes. For players who enjoy games like GRIS, Nights, Journey, and more.Core Mechanics:Level-based progression with meaningful consequences.
Focusing on dream sequences.
Alternation between third person and platformer style levels.
Puzzle-solving.
Interaction-based decision-making.
Environmental storytelling through Changing dreamscapes.
Replay value through different endings based on decisions.My Roles:- Character Designs and Models
- Environmental Design
- Sound and Music Design
- Cinematography
Mephisto 2024
Developed by Sophia Jones and Rory Conlin.
Created in Unity.
Synopsis:In this murder mystery game, players assume the role of Jona– a new worker at the local cozy bar of Mephisto. All seems to be going well, until Jona awakes late from her routine breakroom nap, and is tasked with a closing shift. After bearing witness a shocking scene, Jona aims to uncover the truths of her new and once unsuspecting workplace.
Gameplay:The game starts with players being tasked with cleaning up the bar, prompting them to explore the space. The main mechanic is a collection and inventory system (created by my partner, Rory Conlin), which acts as a means to push the story forward. Much of the story is shown through cutscenes and dialogue, which is awarded to the player after collecting all clues.Core Mechanics:
Investigate spaces and collect clues.
Track progress and learn from the environment with the aid of the Inventory System.
My Roles:
- Cinematography and Cutscenes
- Environmental Design
- Music DesignProcess:I took the major roles of environmental design, and cinematography/cutscenes. I designed and filled the bar with outsourced assets, and with the help of my partner, Rory Conlin, made sure all objects fit well within the space. We wanted to prioritize a finished look for this game, and ensured so by focusing on a smaller scaled environment. Through this project I learned how to create cutscenes through Unity, and placed multiple fixed cameras throughout the space. We really wanted to capture the fixed camera style of the RPG PS2 era, so I took inspiration from Final Fantasy 9 and 10 for the camera placements.
Fairytopia 2024
Developed by Sophia Jones and Ahona Mukherjee.
Created in Unity.
Synopsis:Traverses this mysterious world in search of the fairies and their songs– both in the forest below, and the clouds above– to reunite the them all so they may harmonize once more!
Gameplay:This first person POV game encourages players to use sound and other visual cues to navigate the space and collect the fairies. Scattered across the world are hints that prompt the player to look deeper into their surroundings. My partner and I wanted to use the first person play style to emphasize these senses, and took lots of inspiration from the book An Architectural Approach to Level Design by Christopher W. Totten.Core Mechanics:
Use sound to navigate space.
Make contact with the fairies to send them on their way home.
Ride elevators to access new levels.
My Roles:
- Level Design
- Environmental Design
- Audio and Lighting Design
- Asset Animation






























