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]



Tabletop RPG

Homebrewed campaigns

Passionate about role-playing games for more than 10 years, I have played in dozens of universes and tested at least as many different game systems. In 2024, I began creating both: a fantasy world and the rules that govern it.

Don’t want to bother reading ?
I also make videos !



Creation process

Research

The creative process always starts with my players:

  • What adventures do they want to experience?

  • What was their previous feedback?

I use these questions and my extensive reading (books, blogs) on the subject to guide the beginning of the writing process.


Writing

Writing role-playing games is a very stimulating exercise. Indeed, since players/users are unpredictable, it is impossible to define a scenario set in stone.

To respond to this constraint, it is necessary to define the “flesh” of the scenario-the motivations of the non-player characters (NPCs), the game universe, etc.-without completely fixing its skeleton.

On the day, you have to animate, improvise, arbitrate, and embody the NPCs.


Feedback and iteration

Each game session ends with a discussion where everyone can express their “Stars” (favorite moments of the evening) and their “Wishes” (what they would like to see next). 
This feedback allows me to better prepare for the next session, transforming each session into an iteration of a larger campaign.

The world evolves according to the player's actions over the course of the sessions, and the player's immersion is greatly enhanced by this “persistent” gaming experience.




References
I didn't have the opportunity to create visuals for this game, but the world of Obsa is inspired by many colorful science-fantasy works:
  • Dying Earth, Jack Vance (novel)
  • Moebius Jean Giraud (artist)
  • Ultraviolet Grasslands, Luka Rejec (role-playing game)
  • The Electrum Archive, Emiel Boven (role-playing game)

The game rules are inspired by role-playing games in the Old-School Renaissance genre, a movement that draws inspiration from the classics of the genre and brings them up to date. (See: Cairn, Electric Bastionland, Knave, Mork Borg)




In total

  • 3 versions of homemade rules

  • 30 sessions

  • ~150 notes on Obsidian

  • 20+ players, including 10 playing for the first time

  • 7 dungeons completed with flying colors

  • countless failed dice rolls...






Type : Worldbuilding and game system creation
Role : Game designer, Writer
Duration :  4  years for those campaigns, 10 years passion
Games :  Homebrewed from Cairn, Into the Odd, Mothership...


Art from Ultraviolet Grasslands
Illustration by Moebius Jean Giraud
Obsidian notes






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©2026 nathanael agasvari.