Beatrice Fuchs

I'm a passionate Gamer and Game Designer.

Storytelling has always been my passion. I drew pictures, wrote short stories, poems, screenplays and a novel.

As a child I designed Pen & Paper Games. I created my own worlds and rules. Movies, books and video games were my inspiration.

In 2017 I earned a Master of Arts Degree in Film and Media Studies, focusing on intersetcions of films with videogames. During those years I worked on film sets as a set design assistant. My goal is to use all I have learnt to tell engaging and captivating stories with videogames.

Currently I am studying Interactive Media and Games Business at the University of Applied Science BFI in Vienna, where I grew up and still live.

Feel free to contacting me, here are all the social media channels I can offer:

Or old-fashioned with electronic letters: beatrice.windfuchs@gmail.com

Me leaning at a tree in the Vienna Woods

Check out the projects I worked on!

Writing

Sorry, this area is still under construction.

Stuntfest: World Tour (2022)

I contributed to this multiplayer game during my Level Design internship in 2022 at PowWow Entertainment.

During my 3 month internship I got to deepen my knowledge with Unreal 4 with this project, specifically blueprints. My tasks varied from re-iterating and polishing of existing levels to creating new maps for the game modes.

I would start with docmenting micro and macro views of the level and then setting everything up in the engine.

In the macro I would explain:

> mood pictures

> level theme

> desired player behaviour

Following up, in the micro I would then show the level in more detail. This included:

> metrics (height, length, width)

> detailed top and side views for each level asset (for example jumppads, collectables,...)

> level areas (safe spots, action zones, et cetera...), designed player path

> player guidance

For trailers and further information about this game follow this link.

The Mocking Mimic (2022)

This game combines prop hunt elements with escape room puzzles. It was developed during the Brackerys Game Jam in Febuary 2022.

The theme was: It is not real.

I designed the core gameplay loop and overall map layout and progression path. I used flowcharts to communicate with my teammembers. I also used Miro to sketch out the map layout and metrics like the size of the individual rooms.

Additionally, for this project I wanted to deepen my coding skills and was the Lead Programmer.

Click here to play the game!

My contributions

> Lead Programming in C#

> Lead Game Design

> 2D visuals of Throneroom, assets for Graveyard, maincharacter and skeleton animations

> Additional Assets (Cover Art, Menu Screen)

> narrative design

> sounds

Tethered Forever (2021)

"Tethered Forever" is a 2D platfomer puzzle game, that was developed during the Game Makers Toolkit Game Jam 2021 within a weekend.

The theme was: Joined Together.

The two characters act identical. The goal is to manuveur both characters up to the goal (the ice-cream tree).

I tried to keep the look simple and easy to read, again creating all the art and animations from scratch.

Again, we used primarely Miro to iterate and share ideas and concepts.

Click here to play the game!

My contributions

> all 2D visuals and animations

> Additional Assets (Cover Art, Menu Screen, buttons)

> narrative design

> sounds

> editing the video pitch

Hack'n'Go (2021)

"Hack 'n' Go" is a 2D puzzle game, that was developed during the AI & Games Game Jam 2021.

The theme was: Breaking the Rules.

This game was developed in one week. I started writing down ideas, and through brainstorming and iterating on the basic core mechanic of switching booleans the gameplay was developed.

Miro was our main tool to iterate and re-iterate the gameflow. I also used Miro to create a timeline for the story, character descriptions and lore.

For this project I jumped into 2D Animation. I used Asperite tp create the Art and Animations. Having a movie background helped me with the stop-motion-like animation sprites I drew.

Click here to play the game!

My contributions

> all 2D visuals and animations

> Additional Assets (Cover Art, Menu Screen, buttons)

> narrative design (world design, theme, character design)

> writing dialogue script and diary entries

> sounds

> editing the video pitch

Locust Defense (2021)

"Locust Defense" is a 3D VR handtracking tower defense game. It was created during the IRLNFuser Game Jam, that took place during the G.I. Con 2021.

The theme had to align with one or more of the UN Sustainable Development Goals. My team and I chose the UN Goal 2: zero hunger.

The story revolves around Natalina, a farmer in Kenya, who gets a scary phonecall. A swarm of locusts is heading towards her farm. Natalina must defend her crops without using pesticides.

The Game won the iLRNFuser Award for "Best VR/AR Game".

Click here to play the game!

My contributions

> narrative design, writing dialogue script

> recording dialogue and soundeffects

> editing the video pitch