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]




You play as Mona, a former master burglar who agrees to return for one last job: to steal the centerpiece of an auction organized by her former accomplice Johnus.

Why does Mona want to sabotage her former ally? Will she succeed ?

Play here



Main challenge
The objective of this project was to experiment with object interactions and a simple Minecraft-style inventory system in Unreal Engine 5.
Having recently finished and greatly enjoyed the game Skin Deep, I wanted to take advantage of this project to also create a narrative experience parodying the classic tropes of heist and spy movies.
The challenge was also to make the experience more polished by adding SFX and a real soundscape to each level.


Design process
Once we had the concept in mind, we started by listing the tropes of the genre that we liked: an expert is called in to do one last job, auctions, rooms full of lasers, etc. I was able to write the story, the voice lines, and other elements necessary for understanding it.

Then I wrote the sequence for each level so that Antoine, the level designer, could start working. 

Next, I went through each level to create the blueprints for the objects needed for the player to progress.

Finally, I found, mixed, and integrated the music, sound effects, and voice lines for each level.


Results
The end result is a game that tells a story across three levels: Introduction in the apartment, infiltration of the mansion, and breaking into the safe. Three characters are introduced, and we learn about their past relationships and where they are today. A final plot twist keeps us on the edge of our seats. And all this in a 10-minute experience!




My contribution
  • Initial idea
  • Writing the story, voice lines, and integration
  • Mixing and integrating music and SFX
  • Scripting (interactive objects, animations, transitions)


What I learned
  • How to integrate spatialized audio into Unreal Engine 5,
  • Scope small,
  • How to fragment a narrative to make it understandable to the player bit by bit.



Team :
Nathanael Agasvari - Game et narrative design
Antoine Richer - Level design
Erwan Sevestre - Game design et scripting




Type : Game Prototype
Role : Game designer, narrative designer
Duration : 2 weeks, February 2026
Team : 3 persons
Engine
:
Unreal Engine 5












©2026 nathanael agasvari.