NIM Crest

Experienced Game Designer // Futurist // Artist // Indie Developer // Cat Lover

// Portfolio

Video games are my passion. I've been around the video game industry for a while, and been lucky enough to design some stuff for a few really great games - you might have even played one of them! Below is a list of games that I have helped launch, from various studios around the country.

// Shadow of the Tomb Raider (2018)

Shadow of the Tomb Raider [2018]

It was awesome working with Studio Montreal and developing combat for enemies that we had never done before in the series. I'm happy to have contributed to the design of the Mexican Village and Cenotes encounters, as well as a ton of polish on the interactive UI placements throughout parts of the game.

// Rise of the Tomb Raider (2016)

Rise of the Tomb Raider [2016]

My first Tomb Raider game! I had a ton of fun working on this one creating one of the key moments for Gamescom designing non-violent gameplay for combat encounters, and developing the enemies and fight scenarios for the Curse of Baba Yaga DLC.

// Dungeon Defenders II (2014)

Dungeon Defenders II [2014]

Having worked with many of the talented people at Trendy Entertainment on a prior project, they reached out to me to help develop additional content for the sequel to their co-op tower defense game. The image above is pre-production work on a prototype level that I designed for one of the games many story campaign battles.

// Sorcery (PS3 Move) (2011)

Sorcery (PS3 Move) [2011]

I loved solving lots of design challenges exclusive to motion-controlled gameplay; taking things like motion fatigue into account for designing combat really opened my mind. Developing the gestures and spell combo systems was my first deep dive into core game design, and I LOVED IT, and I've been inspired to make my own indie games ever since.

// F.E.A.R. 2: Project Origin (2008)

F.E.A.R. 2: Project Origin [2008]

Being a big fan of the original, I was thrilled to work on F.E.A.R. 2 and follow the story of Alma. I think the best thing I gained was a new appreciation for visual scripting systems and AI/NPC design -specifically for Goal Oriented Action Planners.

// Call of Duty 3 (2006)

Call of Duty 3 [2006]

This would be the last Call of Duty title that I worked on. Three World War II games in three years can burnout even the most dedicated of developers, but I wouldn't have traded the experience for the world - I learned so much that has helped me in my career even today.

// Call of Duty 2: Big Red One (2005)

Call of Duty 2: Big Red One [2005]

This was my first introduction to designing games on console (learning about important stuff like streaming) and my first exposure to scripting and programming with code - in NOTEPAD no less. Still, by some herculean feat, we put this game together and shipped it in ten months!

// Call of Duty: United Offensive (2004)

Call of Duty: United Offensive [2004]

The first game I ever helped ship! Gray Matter Studios was such an awesome place to learn. Can you believe they got in touch with me because they saw some of the amateur quake maps I released online? I think it just goes to show you where following your passions can take you.


// Projects

I can often be found at my work desk at home, tinkering with new ideas, new blends of game genres, new game engines, and new development techniques. While there are countless unfinished projects, a few special prototypes are undergoing constant iteration with the expectation that they may become something I'm proud to release.

// Star Raider Squadron (PC via GMS2)

'SRS' is a passion project that I've been working on for a very long time. It's inspired by the 90's - specifically arcade shooters like 1942, Raiden, and U.N. Squadron. It features RPG-lite elements including customizable ships, and THOUSANDS of potential weapon combinations thanks to a robust gear generator. I'm hoping to release more information soon!

Star Raider Squadron [PC via GMS2]

// Project Winter (Android via UE4)

Project Winter is a top-down, 3D stealth-adventure game for Android devices. 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.

Star Raider Squadron

// Project Air (HTML5 via GMS)

Project Air is an endless shooter prototype that can play in most browsers that support 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.

Project AIR [HTML5 via GMS]

// Download

You can find all of the games and digital media that I've created over the last two decades here, available for download for PC. While some projects may not be available publicly, you can request additional files, materials, and details via the Contact form below this section.

// Quake III Arena Map Collection (PC)


Multiplayer maps I published from 1998 to 2004. Get your nostalgia on with some classic Q3A and bring back the LAN! Eight multiplayer levels for Quake III Arena, including two CTF and six more maps supporting multiple game types. Also includes custom sounds, textures, and a special remake of Evil Gemini CTF by Sock.


// About NIM

We'll get to that in a bit, but first, a word from our sponsors...


You can check out my blog (MACHINE FEELINGS) where I tend to free-form stream my thoughts for everyone to read. If you're looking for my more personal stuff, you can also follow me on Twitter @WeAreNIM (note: this account is NSFW). Also, any music that I compose eventually ends up on Soundcloud - if you have some time, can you give my song 'Drones' a listen and tell me what you think? Oh and by the way... welcome to my humble little home on the internet, I've been waiting for you. :)

[NIM Crest] No Gods or Kings : We Are Machines

I am 'Nixxi' - an autistic game designer, devoted partner, trans person, futurist, artist, and cat shepherd. I've had the privilege to work on massive IP's including Call of Duty and Tomb Raider. I'm lovingly married (for nearly two decades!) to an amazing woman - an author, an advocate, and soul mate. I'm in my 40's, I'm non-binary (my pronouns are they/them), I currently live in Washington state, I drive a sporty little Honda, I play lots of video games, and in my sparest of spare times I like to cook Italian food and interior decorate until I'm broke. Most of the time I'm tinkering with sounds, playing with bits of gameplay prototypes, or my favorite thing: petting a kitty in a window. My two cats - Loki and Ezma - are my children, and they teach me empathy every day.

Being autistic, an animal lover, an environmentalist, and an LGBTQ ally, I am an avid supporter of several major charities focused on mental health (The Trevor Project), human rights advocacy (Amnesty International, UNICEF), and organizations involved in animal rescue and rehabilitation (ASPCA, WWF). I also contribute to programs like Girls Who Code and encourage girls to get into STEM - because learning how to make things is the most empowering thing you can give to a child. Finally, I'm a climate crisis evangelist, so please take some brief time to follow Extinction Rebellion on Twitter and maybe look into joining a climate strike in your local area. Pollution touches all of us in more ways than you think.


// Contact

Want to get in touch with me? All inquiries are welcome! Whether you're media, a new client, a prospective employer, or just a curious cat, you can contact with me using the form below. Please be nice. :)

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Copyright 2019, 2020 Nixxi Mohilchock, & Lake's Digital Arts.