Hi! I'm Rafaela Solís, a passionate game designer dedicated to creating engaging, immersive, and emotional player-focused gaming experiences. My journey in game development started as a tiny baby. My father started a company during the tech boom, and performed IT services for the city of Austin, Texas. He always had every kind of computer, and quite often we would sit down together in front of a 4-inch-thick laptop to play obscure, cobbled-together kids games that my tiny brain could understand. I've been hooked ever since.
I double major in Game Design and Game Programming at Champlain College (2028), with a minor in Project Management and specific focus in system design, level design, technical design, narrative design, gameplay programming, rapid prototyping, and more. I have experience with Unreal Engine 5, Unity 6, C++, Lua, C#, Python, Java, Blueprints, and web tools like Astro and Next.js. I love the puzzle of making people happy. I've worked across a plethora of genres and projects: Maze-Puzzle, Action-Adventure, Educational, Drawing-Combat, Multiplayer Coop/Competitive, Website Portfolios, Web Tools, and more!
I've shipped three non-academic large-team project demos: Mega Market Mayhem, Scriptorium, and Open Shift, with Scriptorium and Open Shift in active development. Beyond that, dozens of indie and jam games, and a plethora of academic prototypes and web centered projects, like the one you're on right now! Each project has taught me invaluable lessons about teamwork, scope, design, and the importance of the user.
Experience
October 2026 to Present
Project Manager
Leahy Center for Digital Forensics & Cybersecurity, Champlain College, Burlington, VT
Restructure documentation, workflows, and meetings across the organization’s teams while keeping each team’s familiar setup
Audit existing team processes and introduce improvements with minimal disruption to day-to-day work
Lead the team in standups each week, reviewing what we've done, what we could do better, and what to do next
October 2024 to Present
Lead Developer (Lead Designer, Lead Programmer, Product Owner)
Pentad Games (formerly Vellum Games)
Lead design on Open Shift, a co-op cozy-horror comedy storekeeping game entering beta, directing a 5–7 person team (up to 10) and driving community building and teaser launch
Designed 50+ gameplay features across Open Shift, Scriptorium (Lead Designer), and Mega Market Mayhem (Designer, Engine Implementer), scoping each from concept to a playtested, implementable state
Prototype in Unity 6 (C#) for weekly Agile/Scrum builds; Open Shift playtests found constant scares numbing, so paced them out
Designed rune-drawing combat; messy runes misread in playtests, so retrained the CNN (TensorFlow, Keras) on player samples
Author GDDs, VDDs, system diagrams, and level design mockups that align art, programming, and audio
As product owner, manage the backlog, priorities, and community and teaser launch planning
Built the studio's self-hosted AFFiNE suite: kanban tracking, art critique workflows, AI meeting notes, and nightly CI builds
Built a GitHub integration with nightly builds so non-programmers can test the latest build without Git
August 2024 to Present
Producer
Champlain College Academic Game Projects
Produced 5+ multidisciplinary teams of 3–6 on weekly sprints, shipping every project on time across one-month to multi-year runs
Facilitate sprint planning, stand-ups, reviews, and retrospectives; balance workload so each member works to their strengths
Own roadmaps, bug triage, and QA, turning playtest findings and bug reports into prioritized sprint work
On The Owl Keeper (educational game), cut full voice-acted dialogue to meet the deadline and redirected the sound designer to voice key story moments, preserving narrative impact
Author production documentation, schedules, and system diagrams that keep art, design, programming, and audio aligned
August 2022 to May 2023
Food Handler (FOH/BOH)
Bakery Lorraine, San Antonio, TX
Stepped into team lead during peak hours in a high-volume kitchen, coordinating prep and preventing stock shortages
Handled customer orders & concerns in the front of house position to make sure processing was efficiently, streamlined, and timely, providing a good customer experience
Managed front of house stock from the back of house to make sure food items were properly restocked on time in a needed basis to reduce waste as much as possible
Education
Expected May 2028
Champlain College
B.S. Game Design · B.S. Game Programming · Project Management minor