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]





Raccon Rush is a stealth extraction prototype developed in 5 days using the Unreal Engine 5 and created by a team of three people.

You are a raccoon who breaks into a recycling center to steal fruit. To succeed, you must avoid security cameras and guards, collect the fruit, and extract yourself with your loot before the alarm goes off.



Design process
The project was born out of a desire to parody extraction shooters while retaining their mechanics (loot, extraction, risk) but completely changing the tone. Raccoon Rush was almost called Trash Raiders!

I worked on the game concept and level design, then on scripting the various interactions (alarm system, cutscenes).

I designed the level to offer players a wide range of possibilities. No area is completely closed off, and each zone has multiple exits to always give the player a chance to escape when being pursued, but also to allow them to choose their approach.

The main objective of the project was to learn and experiment with Unreal Engine, with a focus on Blueprints, game concept, and level design.


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
  • Game concept design (extraction-infiltration)
  • Level design of the recycling center
  • Scripting of interactions with the environment (alarm system, cutscenes)


What I learned
This project taught me how to work under tight deadlines and make quick, clear design choices. I was able to deepen my visual scripting skills on Unreal Engine 5.



Team :
Nathanael Agasvari - Game and level design
Lilian Parmentier- Scripting
Antoine Richer - Narrative and level design




Type : Game Prototype
Role : Game designer, level designer
Duration : 5 days, December 2025
Team : 3 persons
Engine
:
Unreal Engine 5










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©2026 nathanael agasvari.