WeAreNIM

Nixxi Mohilchock

DESIGN CATALOG OTHER PROJECTS DOWNLOADS

+ INTRODUCTION

This is the online portfolio for Nixxi Mohilchock. Nixxi is a designer who has worked in the gaming industry for over 20 years. She has lent her talents to several high profile franchises including Call of Duty, Halo, Tomb Raider, Marvel's Avengers, and more. On this site you will find information about these projects and her many contributions to the gaming medium, including community efforts, independent projects, and downloadable content for PC.

+ DESIGN CATALOG

Nixxi has had a long and stellar career crafting levels and encounters for video games. Specializing in developing environments and encounters for first-person and third-person action titles, she has worked with a wide array of tools including Unreal Engine, idTech, Game Maker Studio, Maya, Blender, and proprietary studio development software. Below are some of the many titles she has developed content for that have sold over the last two decades.

HALO INFINITE

  • Released in 2021 on Microsoft Xbox One, Microsoft Xbox Series X/S, and PC
  • Built with proprietary Slipspace engine
  • Senior Gameplay Designer (Campaign) at 343 Industries
  • Responsible for open world campaign encounters, including High Value Targets and Stranded Marine Rescue locations across Zeta Halo

MARVEL'S AVENGERS

  • Released in 2020 on Microsoft Xbox One, Microsoft Xbox Series X/S, Sony Playstation 4, Sony Playstation 5, and PC
  • Built with proprietary Crystal Dynamics game engine
  • Senior Combat Designer at Crystal Dynamics during pre-production
  • Responsible for establishing level metrics, early character mechanics and combat tutorials for Hulk, Captain America, and Black Widow

SHADOW OF THE TOMB RAIDER

  • Released in 2018 on Sony Playstation 3, Sony Playstation 4, Microsoft Xbox 360, Microsoft Xbox One, and PC
  • Built with proprietary Crystal Dynamics game engine
  • Senior Combat Designer at Crystal Dynamics
  • Responsible for early game tutorials, cenotes content, additional support for studio Eidos Montreal

RISE OF THE TOMB RAIDER

  • Released in 2015 on Sony Playstation 3, Sony Playstation 4, Microsoft Xbox 360, Microsoft Xbox One, and PC
  • Built with proprietary Crystal Dynamics game engine
  • Senior Combat Designer at Crystal Dynamics
  • Responsible for Flooded Archives, encounter narrative, pacifist mechanics, dozens of combat encounters
  • Additional combat design work on Curse of Baba Yaga DLC

DUNGEON DEFENDERS II

  • Released in 2012 on Microsoft Xbox 360, Sony Playstation 3, and PC
  • Built with Unreal Engine 3
  • Independent Contractor and Consultant
  • Responsible for identifying new gameplay loops, potential revenue streams, level design and build progression improvements
  • Authored and scripted several prototype gameplay modes and arena spaces

SORCERY

  • Released in 2013 exclusively on Sony Playstation 3 for Playstation Move
  • Built with Unreal Engine 3
  • Senior Game Designer at The Workshop Entertainment
  • Responsible for multiple fight mechanics, player mechanics, combat encounters, puzzles
  • Authored multiple campaign levels and boss encounters

F.E.A.R. 2: PROJECT ORIGIN

  • Released in 2008 on Microsoft Xbox 360, Sony Playstation 3, and PC
  • Built with Monolith's Proprietary Engine
  • Game Designer at Monolith Productions
  • Responsible for story missions "Keegan" and "Approach"
  • Additional event scripting on APC Turret encounters, additional campaign levels

CALL OF DUTY 3

  • Released in 2006 on Sony Playstation 2, Sony Playstation 3, Microsoft Xbox, Microsoft Xbox 360, and Nintendo Gamecube
  • Built with Radiant/idTech (Quake III Arena, Return to Castle Wolfenstein)
  • Level Designer at Gray Matter Studios and Treyarch
  • Responsible for Mayenne Bridge and multiple multiplayer levels
  • Additional lighting design across multiple levels, both singleplayer and multiplayer

CALL OF DUTY 2: BIG RED ONE

  • Released in 2005 on Microsoft Xbox, Sony Playstation 2, and Nintendo Gamecube
  • Built using Radiant/idTech (Quake III Arena, Return to Castle Wolfenstein)
  • Level Designer at Treyarch
  • Authored Kasserine, MP_Kasserine
  • Additional level design work on Kassrine_Pass, other multiplayer levels
  • Additional event scripting on Troina

CALL OF DUTY: UNITED OFFENSIVE

  • Released in 2004 on PC (Nixxi's first game!)
  • Built with Radiant/idTech (Quake III Arena, Return to Castle Wolfenstein)
  • Level Designer at Gray Matter Studios
  • Responsible for Soviet campaign missions and several multiplayer levels
  • Authored Kursk, Kharkov1, Kharkov2, MP_Kharkov
  • Additional level design work on Foy, MP_Foy, MP_Kursk, MP_Sicily, others

+ OTHER PROJECTS

Here is where you'll find some of the non-commercial experiments and explorations of Nixxi's passion. In particular, she enjoys experimenting with cutting-edge game engines to produce retro 80's/90's arcade games, among other prototypes. While many of these are sample works that are not available to the public, Nixxi likes to express herself and what's on her mind through her art and other design talents.

STAR RAIDER SQUADRON

STAR RAIDER SQUADRON is a top-down arcade shoot-em' up with tons of loot, lite RPG elements, and customizable ships - all designed with couch co-op for up to three players in mind. Currently being developed in Unreal Engine 5, STAR RAIDER SQUADRON currently has no publisher and no planned release date.

PROJECT403:FORBIDDEN

PROJECT403:FORBIDDEN is a retro gravity sim using 2D physics and rocket propulsion mechanics in which you play an asteroid miner, scrounging for resources and helping workers to unionize against the mega corporations dependent on your labor. Built in Game Maker Studio 2, it's a small passion project featuring both flight and on-foot sections with gameplay inspired by recent RPGs like the 'DEUS EX' series, 'TRANSISTOR', and 16-bit classics 'FLASHBACK: THE QUEST FOR IDENTITY' and 'SUB TERRANIA' on the SEGA Genesis.

PROJECT WINTER

PROJECT WINTER is a top-down, 3D stealth-adventure game for Android devices, built in Unreal Engine 4 and easily portable to Unreal Engine 5. Players touch squares to move their character in a virtual world of cyber espionage as they avoid being detected by sentinels and collect valuable cipher keys. This project is currently on hiatus while working on other personal and commercial endeavors, but shows some real promise.

PROJECT:AIR [LIVE]

PROJECT:AIR is an endless shooter prototype built in Game Maker Studio that can play in most browsers supporting HTML5 and JAVA. The game features a unique upgrade system where equipment slots can be purchased and slotted with an array of perks such as speed, health regeneration, and a modest selection of weapons. While this prototype does not function on mobile, you can play for free by clicking here.

+ DOWNLOADS

Sometimes Nixxi creates content to download and share with the world. Here is where you can download multiplayer maps and other projects to play and distribute among friends.

QUAKE III ARENA MAP COLLECTION

This collection features 7 maps for QUAKE III ARENA in one convenient download. Included in the collection is Burning Reminders [BURNING1], Evil Gemini CTF [EG_CTF1], The Bunker [BUNKER], The Bunker CTF [BUNKER_CTF1], Korea - A Deftones White Pony Arena [KOREA], The New Sorrow [SORROW], and Mystic Gemini CTF [MG_FINAL] - created by Sock.

INSTALLATION: Unzip the .PK3 files to your /Quake 3 Arena/baseq3/ folder, run the game and select the map you wish to play from the appropriate SKIRMISH or MULTIPLAYER modes.

Website contents are ©2023 Nixxi Mohilchock. All titles are registered trademarks of their respective owners. For contracts and inquiries, contact via LinkedIn.

No Gods or Kings.
We Are Machines.