Hi, I’m Nathanael Agasvari. Narrative & Game Designer
I design games the way I approach marketing - obsessed with what makes people choose, act, and care.


Email
CV
itch.io


Work

Dernier Job - Narrative prototype [2026]
TropiClimb - Video game student club [2025-26]
Raccoon Rush - Gameplay prototype [2025]

Tabletop RPG - Homebrewed campaigns [2022-26]
Bon Vent - Level blocking [2025]
In Extremis - 8-bit game [2025]
Le Roi de l’Échange - Game Jam [2025] [wip]
Ambrosia - Clothing Brand [20
22-2024]



Bon Vent

Level blocking of a platform game


From the bottom of the canyon, you see the mythic observatory looking down upon you. Will you have what it takes to  reach it and save your tribe from apocalyptic storms ?

Read the documentation [FR]



My goal with this project
I wanted to use this project to improve my level design skills by creating a vertical, readable, and rhythmic experience in a vast environment.
This was especially to contrast with my previous level design projects in more closed environments (buildings, spaceships, etc.).



Design process
I started by defining the design pillars of the level, then I created a 2D layout and flowcharts of the player experience.
These documents served as a guide throughout the blocking process and allowed me to maintain consistency between pace, readability, and progression.

Halfway through, I realized that I had been too ambitious for a 10-day deadline.

So I scaled back my scope to focus on two key points:
  • events (bridges, collapses)
  • highlighting the environment


Since the observatory was the main landmark and the final objective, I made sure it was visible from the very first seconds in order to anchor the player's direction and motivation.


Results
The level places the player at the bottom of a huge canyon dotted with ancient wind turbines.

Their goal: to reach a mythical observatory perched on the highest wind turbine and discover the secrets that could save their village.

The level offers 5 to 10 minutes of gameplay depending on the player:
  • jumps on gigantic wind turbine blades,
  • bridges to activate,
  • unstable structures that collapse,
  • a vertiginous environment.




My contribution
Project completed entirely on my own:
  • Design pillars
  • 2D layout + player experience flowcharts
  • Complete blocking in Unreal Engine 5
  • Staging of landmarks and vertical pacing


What I learned
This project allowed me to work on the entire level pipeline, from concept to final blocking.
I strengthened my ability to manage a realistic scope, prioritize readability, and structure a coherent vertical progression .






Type : Level Blocking
Role : Level designer
Duration : 10 days, December 2025
Team : solo
Engine
:
Unreal Engine 5


The mythical observatory on the tallest wind turbine
The player is guided towards its goal from the beginning
2D Layout before downscale
2D layout downscaled






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©2026 nathanael agasvari.