2023
Creative Portfolio
Beatrice
Sgaravatto
I create interactive experiences
@vistadibea
@minime_differenze
About Me
Beatrice Sgaravatto
My name is Beatrice, I was born in 1990 and raised in the Italian countryside. I am a pervasive games producer: I create analogue and digital interactive experiences and I take care of all the phases of the project, from the idea, to the research of the work team, to coordination, and marketing.
Study and training
2011
2013
2017
Minime Differenze
Bachelor's Degree
Master's Degree
I founded the pervasive games Minime Differenze project, it was born as a collective and then became my main work.
Bachelor's Degree in Communication Sciences and Technologies at the University of Ferrara, with a thesis on new marketing strategies for associated studies.
Master's Degree in Cinema and Multimedia Production at the University of Bologna, with a thesis on urban games as live events.
Portfolio
That is: a taste of my works in recent years
Live event
Seekers
A nocturnal treasure hunt for university students, to discover the merchants of the historic center of Ferrara and the most hidden and secret streets. It was my first event managed independently and personally. I produced 5 editions from 2011 to 2017, taking care of game design, commercial agreements, graphics, communication, selection and management of the work team, and press office.
Live event
Compermesso (Compermesso is an Italian word that is used when entering someone's house to ask "Can I come in? Will I disturb you if I enter?")
A city exploration game about inhabiting the city and building relationships with the neighbors. In the 3-hour game, you get invited in the houses of the city to complete bizarre photo missions. Released in a single edition in 2018, I took care of the game design, the organization of the event, the relationship with the institutions and the communication.
Live event
Storie al Kilo (Stories per kilo)
Storie al Kilo is a performative urban game with free participation that took place for two weeks at the Mercato Comunale Coperto of via Montegani, in Milan, in 2019. Made by the Campoverde Ottolini Theater Company, in this project, funded by the municipality of Milan, I'm in charge of game design consultancy for the gaming experience, to bring players to discover the history of food and the people who inhabit the market.
Live event
Robot Love
Robot Love is the photographic game to rediscover human emotions: each player receives his own little robot made of recycled wood and salvaged materials, and the player must accompany the robot to experience the world for the first time, overcoming challenges, taking photographs and interfacing with passers-by. I produced Robot Love in 2019, in a single edition, and I took care of the creation of the event, the set up of the location, the game design and the communication.
Live event
Lumina
Lumina is a 2018 theatrical game, created by Urban Game Factory, a 3-hour night experience, in which to explore the park of the Chiaravalle Abbey (Milan) in search of small luminous treasures, escaping from the shadow-actors and trying to collect story fragments of the five elements. In this project I took care of the game design assistance.
Interactive marketing
BiblioEscape
The concept of an escape room inside a library is already well known and I had the pleasure of designing a temporary one for the library of San Possidonio (Modena, Italy). I took care of game design, storytelling, research of materials for scenography, graphics and sound design.
Hybrid
Death of an antiquarian
Death of an antiquarian is the first book of the Captain De Nittis cycle, written by Paolo Domenico Regina. In 2016 I produced the treasure hunt of the same name: a hybrid game, to be played with a smartphone but walking around the city, which made the book a real interactive thriller. In this project I dealt with game design and storytelling, copy, graphic design, creation of internal game websites and external communication.
Hybrid
Agrippina
Under my supervision, the 2C class of the Liceo Carducci in Ferrara created a treasure hunt along the streets of the Garden District, mixing riddles and narratives in a paper and digital game. Thus was born Agrippina, a gaming experience full of twists and intrigues, to be played while walking through the streets of the neighborhood.
Digital marketing
70 minutes
70 minutes is the game I produced to activate the community of the philosophical consulting company Tlon and promote the release of the book "Take it with philosophy". The game consisted of small missions that could be carried out in everyday life, in order to create debate and discussion on the Facebook group Friends of Tlon. In this project I took care of the game design, the construction of the missions, the copy and the construction of the dedicated website.
Marketing digitale
Mostascene
Mostascene is a narrative video game designed about the 5th district of Padua (Armistizio-Savonarola) with a particular focus on the Palestro district. Developed within the Urban History Reloaded artistic residence, the playful experience leads people to meet various realities of the neighborhood and to learn about their stories, the past, the present, and imagining a possible future. In this project I took care of the game design and the coordination of the working group.
Digital marketing
The Hidden City
The Hidden City is a territorial promotion game. I produced it during the lock down period, and it's meant for you to experience six Italian cities, while sitting comfortably on your couch. The game is presented in PDF form, as if it were a copy of an old notebook of Professor Ermanno Folli's notes. By reading the diary and deciphering the notes, you will participate in a real digital tour of the most famous cities. The game is a real ARG, where you can make phone calls, write emails, talk to mysterious characters. I took care of game design, programming, graphics and communication.
Digital marketing
The treasure of the brigand
The treasure of the gentleman brigand is a digital treasure hunt based on the story of Ghino di Tacco. The game tells the story of the territory of Torrita di Siena, leaving in the hands of the player a series of small clues that allow you to recover the ancient treasure of the brigand. In this territorial promotion project I took care of game design, storytelling, graphics and layout.
Digital marketing
Future Plot Game
Future Plot Game is a game of photographic missions commissioned by the Third Sector Forum to allow the younger generations to tell how they experience first-hand the theme of school-work alternation. In this project, managed by Urban Games Factory, I was co-game designer together with Davide Pedron.
Digital marketing
Circolar Escape
The circular escape room was commissioned by the Municipality of Milan to raise awareness on the issues of plastic waste and its correct use and recycling. The game was launched with a live event in 2021, and has since remained available in digital form.
Interactive team building
What happened to Mr. Rabbit?
I produced this game in 2022 for ING: it is a digital team building experience in which the participating people find themselves having to reconstruct the mystery of the disappearance of Mr. Coniglio, a young chef rabbit, who disappeared into thin air before a important cooking competition. Those who play will find themselves solving puzzles, making phone calls to actors, researching strange online sites and even creating a bizarre final cocktail. In the game I took care of game design, storytelling and copy, site creation, creation of the final debriefing experience, graphics.
Interactive team building
Berus
For ESCP Business School I created a digital escape room for 120 participants of different nationalities. The game, introduced by an actor via call, led the teams to investigate the chaotic spells of the sprite Berus, seeking information to solve the misdeeds that the sprite had left in our dimension. For this project I took care of game design, graphics, construction of sites within the game, narration and copy.
Interactive team building
En route to Magellano
In the context of the Best Conferences dedicated to the best Unicredit employees, I was in charge of creating the final experience of the event: a physical escape room, in which each team had to recover Magellan's lost treasure. In collaboration with Level7, for this project I took care of the game design, copy, graphics, set design and management of the players.
Sport
Raccoons
Winner of the Urban Game Festival of Matera 2019, Raccoons is a sports game of exploration of the environment: the participating people receive their own raccoon tail to wear and must recover the greatest number of hidden treasures in the game area, without having their queue from opponents. Treasures are bells and, once found, are worn around the neck, making those with the most treasures increasingly identifiable by other people. At the end of the two hours of play, the winner is whoever has recovered the most treasures and whoever has stolen the most opponent's tails.
Sport
The Night of the Invisibles
In co-design with Francesco Rugerfred Sedda, the Night of the Invisibles is a nocturnal game very similar to cops and robbers. Participants choose whether to play in the Shadows or Hawks faction and, at the end of the experience, the faction that has conquered the largest portion of city territory wins.
Talks
Talks and interventions
"Urban Games" San DonĂ Fumetto 2017
Playful training for OFpassiON 2020
Playful training for Carta Giovani Verona 2021
Playful training for Festa della Filosofia Tlon 2022
Seminar for the University of Perugia 2021
Minime Differenze
A game for each month
From January 2022 to June 2022, I created a game a month on the information I received from users through instagram stories. The aim was the dissemination of pervasive games and the promotion of Minime Differenze. Every month I asked for a topic and an object to be suggested for me to include as a game object. 6 bizarre and innovative games came out of it.
Minime Differenze
Still A Tool
Still A Tool it's the last game I produced, in 2023. It's a game for body acceptance and awareness growth with respect to the topic of body image. At the moment it has just concluded the playtesting phase and is being released on the market.