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

Panic on Comic-City ! - Ubisoft Gamelab [2026]
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]




🏅Won “Best Accessibility” at the Ubisoft Gamelab 2026
Nominated
for “Best game design” and “Technical Innovation”


Comic-city is in danger...  Jump and trick across the sky or destroy drones with your shield.
Choose your role in this asymetrical co-op endless runner and claim the best high-score !



Main challenge
Panic on Comic-city was developed in 10 weeks for the Ubisoft Gamelab Contest 2026.

The theme was 80’s/90’s and our constraints were to create a game playable with only the D-pad (directional arrows) and two buttons.

The goal was to create a fun and innovative game design-wise, despite the input constraints.



Design process

Our design process for Panic on Comic-City was iterative, collaborative, and constraint-driven.

We started with two weeks of intensive brainstorming and prototyping, exploring ideas that fit the 80’s/90’s theme while respecting the input limitations (D-pad + two buttons). 

Then came 4 weeks of iterations.
 We developed the asymmetrical gameplay (one player performs skate tricks, the other traces ramps in real time).

Finally, 4 weeks of polish.
We locked the core features, refined the experience, and implemented accessibility settings (see accessibility document).



    Results
    In the end, the result is more than satisfying.
    We succesfuly shipped the game before the deadline, which a win in itself !
    Of course features were cut, but the current state of the game represents the design intentions we had in the beginning.

    Our game received the “Best Accessibility” award
    , and was nominated in “Best Design” and “Best Technical Innovation” !





    What I learned
    This project taught me how to :
    • design with hard constraints,
    • lead a team through a full production cycle (from brainstorm to polished product)
    • write playtest protocols to gather actionable feedback.
    • deliver a complete game in 10 week.





    Team :
    Nathanael Agasvari - Lead Designer
    Maxime Champroux : Level Designer
    Enzo Gourlay : Game Designer

    Antoine Richer : Artist (UI, Shader...)

    Jolan Thomassin : Lead Developer
    Cédrick Michel : Developer
    Chris Mathevet : Developer

    Manoel Nohra : Gameplay Developer




    Genre : Asymetrical co-op video game
    Role : Lead game designer
    Duration : 10 weeks, February 2026
    Team : 8 persons
    Engine
    :
    Unity


    Thinking and putting in shape the S.N.A.K.E inputs





    ©2026 nathanael agasvari.