// UPDATE : CONTENT RELEASE

Latest News

NIM's latest design 'Becoming Girl' is now available to purchase in the online store! Tops, leggings, canvas prints, posters, and more in multiple colors and sizes. Created using Unreal Engine and exported in high resolution for brilliant hues and sharpest detail. GET YOURS NOW!

// WHO IS 'WE ARE niM'

'We Are NIM' is Nixxi Mohilchock; an industry veteran game developer based in Pacific Northwest of the United States. As both a level designer and gameplay / combat specialist, they have helped shape legendary intellectual properties such as Call of Duty, Tomb Raider, Avengers, Halo, and many others. Nixxi frequently works within Unreal Engine, with over 15 years of experience authoring content utilizing tools from Epic Games, across multiple generations of hardware and software. They have previously utilized other proprietary and commercial game engines such as idTech, Slipspace, Unity, and more.

In addition to a prolific career in video games, NIM also experiments with graphic design, music, and application development. You can find their artwork and many of their designs available to purchase in their personal online store.

CLICK HERE TO SHOP!

// PROJECTS

NIM spends much of their free time devoted to digital art, music, and independent game development - primarily focused on research and prototyping. As such, they have experience developing games, interfaces, and content for a variety of platforms beyond PC, mobile, and console. You can view some of their many projects and experiments below.

NIM is primarily focused on game development, working on several independent game projects, and utilizing various game engines in conjunction with audio and visual development software (including Blender, Photoshop, Cakewalk, Audacity, and other creative tools) to bring their art and designs to life. They are passionately interested in projects that feature positive LGBTQ+ representation for their friends and followers to experience.

CLICK HERE TO SHOP!

// CATEGORY : PC + CONSOLE GAME DEVELOPMENT

Star Raider Squadron

The title screen for Star Raider Squadron. It features a turquoise ringed planet floating in a purple nebula, surrounded by asteroids. A multitude of stars hang in the background cradled by swirls of purple, pink, and blue gasses. The 'Star Raider Squadron' text is bold with shattered fragments, hovering above three buttons; 'Start Game', 'Game Options', and 'Quit To Desktop'.

In production since 2018, 'Star Raider Squadron' is a love letter to arcade top-down shooters, classic 16-bit era role-playing games, and 80's neon vaporwave aesthetics. The project has made several jumps from different game engines, starting with GameMaker Studio, GameMaker Studio 2, Unreal Engine 4, Godot, and then returning to Unreal Engine 5. NIM is currently developing this title with limited contributions of assets and time from the community, and it is by far their favorite passion project. They frequently post about progress made on their social media feeds, and always eager to share new developments.

// CATEGORY : PC + CONSOLE GAME DEVELOPMENT

Project 403: FORBIDDEN

'PROJECT 403: FORBIDDEN' is an unreleased side-scrolling simulation platformer, based on classic 16-bit/arcade titles such as Sub Terrania, Lunar Lander, and Choplifter. Built in GameMaker Studio 2, the game features a full physics simulation in which players must manage fuel and haul objects like raw ore and equipment through asteroid mines in a low-gravity environment. Take on a variety of contracts to mine, transport, and even infiltrate claims by rival mining corporations for profit. Upgrade your shuttle's equipment for combat, towing capacity, and survival in the harsh environments of space. Dive into dungeons and even explore outside of your ship on foot to interact with other miners and contractors, and progress through an open-ended story of greed, unions, and extra-solar environmental catastrophy.

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// CATEGORY : PC + WEB GAME DEVELOPMENT

Project .:AIR:.

'Project .:AIR:.' is an arcade-style endless top-down shooter that features a mix-and-match upgrade system, allowing players to pick and choose combinations of perks like extra firepower, missiles, homing projectiles, and more. Assemble your fighter from a selection of wings, tails, and engines to customize your look and soar over the battlefield, shooting down enemy aircraft and hover tanks. Sell unwanted upgrades to repair you ship, because once it takes too much damage, it's the end of your run.

This web-based game is free to play in all browsers that support JAVA. Developed in 2014 using GameMaker Studio, 2D assets authored in Photoshop, and audio created using Buzz and Audacity. If you get a high score, take a screenshot and be sure to tag NIM at @nixxi.mohilchock.com on Bluesky. 

// CATEGORY : MOBILE GAME DEVELOPMENT

Project Winter

'Project Winter' is an unreleased top-down espionage game built for Android mobile devices. Built in Unreal Engine 4, the game features human avatars navigating a world of gamified corporate cyber espionage heavily inspired by TRON and Metal Gear Solid VR Missions. Players use stealth abilities to break into virtual fortresses, avoid sentries, circumvent traps, retrieve sensitive data and complete lucrative contracts for brokers without getting caught and exposing crucial information about your location or identity. Beware; high-profile heists will bring you fame and fortune, but increased notoriety can eventually lead to your downfall. Can you crush the leader boards and change the world while staying anonymous?

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// PORTFOLIO

NIM has over 22 years of industry experience, developing AAA titles across a broad spectrum of genres, and specializing in both scripted encounter design and level design for first-person and third-person action games. Their work has helped shape notable and legendary franchises over the last two decades.

// STUDIO : AMAZON GAMES

UNANNOUNCED TITLE

Unannounced Project for Amazon Games Studios
  • Unannounced title developed via contract with AGS [Amazon Games Studios]
  • Built with Unreal Engine 5
  • As Principle Gameplay Designer, developed and documented several key game modes and back-end functionality for use with groundbreaking AI and LLM systems, enemy and combat design, test environments, and implementation of dependencies for mission objectives
// STUDIO : COLD IRON

UNANNOUNCED TITLE

Unannounced project for ColdIron Studios
  • Unannounced title originally developed in partnership with [REDACTED]
  • Built with Unreal Engine 4
  • As Senior Combat Designer at Cold Iron Studios, developed combat encounters and mission objectives for an unannounced third-person action game, spearheaded improvements to enemy systems for developing and executing combat encounters, additional level design work
/ STUDIO : OTHERSIDE ENTERTAINMENT

THICK AS THIEVES

Unreleased project: Thick As Thieves
  • Unreleased title originally developed in partnership with Wizards Of The Coast
  • Built with Unreal Engine 5
  • As Senior Combat Designer at Otherside Entertainment, developed stealth systems and combat behaviors for enemy patrols, established metrics for stealth gameplay and level design, authored gameplay scenarios
/ STUDIO : 343 INDUSTRIES

Halo infinite

  • Released in 2021 on Microsoft Xbox One, Microsoft Xbox Series X/S, and PC
  • Built with proprietary Slipspace engine developed by 343 Industries
  • As Senior Combat Designer, led the team responsible for scripting and level design for open world combat encounters, including MREs [Marine Rescue Events], HVTs [High Value Targets], and FOBs [Foward Operating Bases]
/ STUDIO : CRYSTAL DYNAMICS

Marvel 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
  • As Senior Combat Designer, responsible for establishing level metrics during pre-production, early character mechanics and combat tutorials for Hulk, Ms. Marvel, Captain America, and Black Widow
/ STUDIO : CRYSTAL DYNAMICS

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 game engine developed in-house
  • As Senior Combat Designer, responsible for early game combat and tutorials, cenotes level design and combat, additional support for studio Eidos Montreal
/ STUDIO : CRYSTAL DYNAMICS

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 game engine developed in-house
  • As Senior Combat Designer, responsible for Flooded Archives level design and combat, pacifist encounter mechanics, dozens of combat encounters across the game, including combat and boss fight logic for Curse of Baba Yaga DLC
/ STUDIO : TRENDY ENTERTAINMENT

Dungeon Defenders II

  • Released in 2012 on Microsoft Xbox 360, Sony Playstation 3, and PC
  • Built with Unreal Engine 3
  • As an Independent Contractor and Design Consultant, responsible for identifying new gameplay loops, potential revenue streams, level design and build progression improvements, authoring and scripting several prototype gameplay modes and identify level design requirements
/ STUDIO : THE WORKSHOP ENTERTAINMENT

Sorcery

  • Released in 2013 exclusively on Sony Playstation 3 for Playstation Move
  • Built with Unreal Engine 3
  • As Senior Game Designer at The Workshop Entertainment, authored multiple campaign levels and boss encounters, responsible for gameplay/combat mechanics tied to player motion, developed encounters, puzzles, and spell systems
/ STUDIO : MONOLITH PRODUCTIONS

F.E.A.R. 2: Project Origin

  • Released in 2008 on Microsoft Xbox 360, Sony Playstation 3, and PC
  • Built with Monolith's proprietary Jupiter EX engine
  • As Game Designer at Monolith Productions, responsible for story missions "Keegan" and "Approach" (level design, event scripting), additional scripting and weapon tuning on APC Turret encounters, additional campaign level design
/ STUDIO : TREYARCH

Call of Duty 3

  • Released in 2006 on Sony Playstation 2, Sony Playstation 3, Microsoft Xbox, Microsoft Xbox 360, and Nintendo Gamecube
  • Built with modified idTech3 (GTKRadiant derivative "Grayradiant" and heavily modified q3map2) and proprietary Treyarch engine for console
  • As Level Designer at Treyarch, responsible for Mayenne Bridge and multiple multiplayer levels, additional lighting design across multiple levels (both single-player and multiplayer)
/ STUDIO : TREYARCH

Call of Duty 2: Big Red One

  • Released in 2005 on Microsoft Xbox, Sony Playstation 2, and Nintendo Gamecube
  • Built with modified idTech3 (GTKRadiant derivative "Grayradiant" and heavily modified q3map2) and proprietary Treyarch engine for console
  • As Level Designer at Treyarch, designed and built Kasserine and MP_Kasserine, additional level design work on Kassrine_Pass, other multiplayer levels, additional event scripting on Troina
/ STUDIO : GRAY MATTER

Call of Duty: United Offensive

  • Released in 2004 on PC
  • Built with modified idTech3 (Q3Radiant derivative "Grayradiant" and heavily modified q3map2)
  • As Level Designer at Gray Matter Studios, responsible for Soviet campaign missions (Kursk, Kharkov1, Kharkov2, MP_Kharkov) and additional level design work on Foy, MP_Foy, MP_Kursk, MP_Sicily, and several others

// SOCIALS

The best way to stay current with everything NIM is up to is through their social media and streaming accounts. NIM is most active on Bluesky, but also maintains a number of curated Spotify playlists, and will sometimes make appearances live on Twitch.tv - where they will stream a variety of content such as Unreal Engine tutorials, graphic design in Photoshop, or just gaming in general with a variety of genres. NIM is also politically and socially active with several charities including Amnesty International, Girls Who Code, Red Cross, A4TE, and the ACLU.

// FILES

Over NIM's decades-long career, they are and have always been a gaming hobbyist at heart; always playing, creating, and developing content for the love of gaming and the community who has always supported them. Here is where you will find downloads for old or previously released games, including maps and content created for the community prior to becoming a professional developer. While all downloads are provided for free, please consider supporting NIM's work and the charities they support via the online store.

QUAKE III ARENA MAP COLLECTION

Platforms: Windows, MAC, Linux

This pack contains seven of NIM's most popular maps for Quake III Arena*, including a special collaboration remix of Evil Gemini CTF by Sock. Included in the pack is 'Bunker', 'Bunker CTF', 'Burning Reminders', 'Evil Gemini CTF', 'Deftones - Korea', 'Mystic Gemini CTF**', and 'The New Sorrow'.

* Maps are not compatible with Quake Live.
** Authored by/in collaboration with Sock.

Size: 35.4 MB

Keep an eye on this space as more free mods and games are coming! You can help support NIM's continued work creating free content by purchasing some merch from the online store.

All portfolio titles are registered trademakrs of their respective publishers (used with permission). Projects 'Star Raider Squadron', 'Project .:AIR:.', 'Project Winter', and 'Project 403: Forbidden' are displayed for self-promotion only, and not affiliated with any respective publisher or developer. For all business and employment opportunities, please contact Nixxi Mohilchock via their professional LinkedIn page.

All page content copyright 2025 Nixxi Mohilchock. All rights reserved.

And always remember...
NO GODS OR KINGS + WE ARE MACHINES