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]




TropiClimb Rush is a versus racing and climbing game where you try to climb up a sea monster before the other monkey.

Outspeed your opponent, claim the golden bananas, and become the richest monkey!

Read the presentation [FR]



Current status

We're approaching our vertical slice milestone on March 12th, where we'll present to industry mentors. The slice will show a complete level with blocking and level art, demonstrating the core climbing mechanics and game loop.

Still missing: a longer level, polished mechanics, debugging, animation, and implementation of power-ups and moving obstacles.



Main challenges

Organization

One of the main challenges was the organization within a team of 30. This project being my first video game production, it was hard to know what to do at each stage of the development.

There are only 3 club captains (which are not producers) and more often than not, we found ourselves waiting for other team to progress. Or the other way around : we were blocking the progress of other team without knowing. 
Communication solved these problems, and it keeps improving as the project moves forward.

Design

The other challenge was of course, the design in itself.
The climbing mechanic is seen in various games from basic (Uncharted) to complex (Cairn) mechanics.

We wanted a feeling of speed while climbing and satisfaction when you read the map well and chose the best path, leaning more towards MarioKart gamefeel than a realistic climbing game.
This is why we chose a climb mechanics centered around timing and quick decision making.

The issue with having the whole game revolving around a single mechanic is that it HAS to be perfect. We are still tweaking parameters (arm extension, rotation and body speed...) to nail down the best game feel possible.

Designers organize simple playtests each week for volunteers
among the artists and the developers.



My contribution
  • Game design, level design coordination
  • Level segment layout and integration
  • Brainstorm facilitation (40+ people)


What I’m learning
  • Production without structure: facilitation, cross-discipline coordination, decision-making under uncertainty
  • Level design applied to a unique movement mechani
  • Brainstorm facilitation (40+ people)
  • Core mechanic tweaking to align with design’s vision










Type : Video game
Role : Game/level designer
Duration : September 2025 to September 2026 (Ongoing)
Team : 30+ (3 designers, 8 programmers, 20 artists)
Engine
:
Unreal Engine 5
Context : Year-long project by C.U.B.E. Club (NAD-UQAC and Polytechnique Montréal students)



Level for the vertical slice (without art asset)
2D Layout of the level seen above.
Climbing mechanic illustrated






©2026 nathanael agasvari.