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Back to projects2020–2026 / Explore the case

Sophie: from artistic vision to release.

I co-founded Youth Gaming and combined art direction, C# engineering and production coordination on Sophie: Starlight Whispers.

C#UnityToolsArt directionProduction
  • BRL 24,000Crowdfunding, campaign created and led by me.
  • BRL 300,000ProAC production grant, application and panel presentation.
  • Steam · 2026Released in March, after six years of development, with about 19,000 wishlists and Very Positive reviews.

At a glance

Problem
Turn a game made in spare time into a production with a team, funding and partners.
My part
Co-founder, art direction, C# engineering, funding and production coordination.
Hard call
Invest in tools so the level designer could build quests without depending on a programmer, and organize integration with branches, code review and isolated prefabs.
How I validated
About BRL 24,000 in crowdfunding, BRL 300,000 from ProAC, a partnership with Astrolabe and a Steam release in March 2026, with about 19,000 wishlists and Very Positive reviews.
What changed
The project gained funding, production structure and partners. Sophie launched on Steam in March 2026.
View links and materials
In this project01 / Turn an idea into production.02 / Tools for the people creating content.03 / Organize team integration.04 / Art and programming in the same scene.05 / Direct an intent through the final artwork.06 / Present and negotiate in English.
01

Turn an idea into production.

Sophie started as a spare-time project. I created the copy, visuals and crowdfunding campaign, which raised about R$24,000. Funding helped establish the company, build our Steam presence and buy equipment.

I wrote and led the ProAC grant application, presented to the selection panel and secured R$300,000 in funding. This supported a year of team compensation and professional voice acting. I also led publisher pitches and meetings until we partnered with Astrolabe. These are production funds, not sales revenue.

02

Tools for the people creating content.

I developed a ScriptableObject-based event interpreter. The level designer used it to build all side quests from the beginning of the project.

The systems described in my technical portfolio include an event bus, gameplay architecture, localization and debug tools. The division of work let content be created by the person who knew the level, supported by tools.

03

Organize team integration.

I established working branches, code reviews before merges and integration conventions. In Unity, we isolated prefabs and ScriptableObjects to reduce competing edits to scenes.

Each task had a goal and deadline. I led programmer alignment and integration, while the level designer assembled scenes. The work brought programming, level design and art together, with responsibilities defined for each delivery.

04

Art and programming in the same scene.

In the featured scene below, I created the graphics, assets and animations, developed the water shader, and worked on effects and post-processing.

The composition combines pixel art with light and depth. Lighting, reflections and post-processing add depth to the pixel art elements.

Two characters on wooden platforms above water, with backlighting, reflections and blurred foreground elements.Open full image
Art and code

Original scene: graphics, assets, animations, effects, post-processing and water shader by Miguel Minotti.

05

Direct an intent through the final artwork.

Garota Mascarada is a wise guide to the protagonist. I created her concept to feel human yet ethereal, guiding the colors, flowing clothing, mask and rainbow effects around that role.

I directed development through the final result. The final character illustration is by @artofmaryg, credited alongside the image.

Character sheet with a drawing, colored version, face study and palette.Open full image
The concept

Garota Mascarada. Concept art and direction by Miguel Minotti.

Garota Mascarada illustrated on the right during a dialogue, with pink hair, animal ears, a red dress and a yellow bow.Open full image
The character in the game

Concept and direction by Miguel Minotti. Final character illustration by @artofmaryg.

@artofmaryg
06

Present and negotiate in English.

I worked in English with international partners across pitches, meetings, negotiations, reporting and written communication. I also presented my work on video.

This journey connected communication, engineering and art direction to the needs of a production that reached its audience.

Links and materials

  • Event bus source code
  • Game on Steam
  • Catarse campaign
  • ProAC results
  • Astrolabe catalog
  • My presentation in English
Collage portrait of Miguel Minotti over paper with blue, red and yellow cutouts.
Art in the eye. Engineering in the delivery.

Let's build
something that matters.

Professional communication in Portuguese and English.

Location: Brazil (UTC-3), remote

Send an email Talk on LinkedIn

miguelminotti.mm@gmail.com

  • Résumé in English (PDF)
  • Résumé in Portuguese (PDF)
Miguel MinottiPop Engineeringmiguelminotti.mm@gmail.com LinkedIn GitHub Back to top