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Game Design - Game Designer / Level Designer | Nikolai I. Mohilchock (Nick) | 12217 131st PL NE #B26
Kirkland, WA 98034-
Objective:
My objective is to design interactive worlds that give players a new experience, all while learning and continuing to grow as a designer. My personal goal is to become a Principal Game Designer, and pull from those experiences to make great games.
6/2007 - 11/2008 | Monolith Productions | Kirkland, WA
Level Designer

For over a year I worked on "FEAR 2: Project Origin" as a level designer. I was responsible for gameplay scripting, implementation of assets such as animations/fx, creating animations for the environment (specifically for a mission called "Approach"). Worked with other designers and core technology teams to itterate on new tools. Worked on several other missions assisting with necessary edits and cuts.

10/2006 - 3/2007 | Offset Software | Newport Beach, CA
Game Designer

I worked for several months developing and designing gameplay for an as yet unnamed project. My responsibilities included pre-vis and blockout of prototype levels, scripting encounters via LUA script, writing documentation for gameplay, and designing tools for development.

6/2003 - 9/2006 | Treyarch / Activision | Santa Monica, CA
Game Designer / Environment Artist

Beginning with initial hiring at Gray Matter Studios ("Return to Castle Wolfenstein"), I was assigned a design position and worked on Trinity for several months before moving to the "Call of Duty" franchise. I built the E3/retail levels "Trenches", as well as the final levels and multiplayer levels for the game "Call of Duty: United Offensive" ("kharkov 1 & 2, mp_arnhem, and mp_kharkov"). Gray Matter was then absorbed into Treyarch, where our FPS background and expertise went into making "Call of Duty 2: Big Red One". During this project I was the designer for "Kasserine", "Tunisia", and several multiplayer maps. I also scripted events for the level "Troina". Just recently finished is "Call of Duty 3", where I built the level "Mayenne Bridge", as well as lighting design on most of the environments in the game.

3/2001 - 4/2003 | Nederlander / The Grove of Anaheim | Anaheim, CA
IT / Webmaster / Graphic Designer

I created and developed e-mail advertising campaigns for the venue, designed print media and ads for major publications (Los Angeles Times, The Orange County Register, etc.) and maintained the Grove of Anaheim's online artist database and website content database. I also designed advertising templates, artwork, and campaigns for private/commercial clients or 3rd party promotions.

12/1998 - 6/1999 | Techmedia Computer | Garden Grove, CA
Technical Support & Repair

Repair Technician. Responsible for repairs/upgrades to PCs covered by Techmedia warranties or third-party PC hardware/software. I assisted sales associates and customers by answering technical questions.

8/1998 - 10/1998 | Church of Electronic Entertainment | Australia
Test/Feedback, Help Manual

During college I conversed online with Dan Joergensen who was working on "Mars Maniacs" (which would soon be called "Space Haste", "Space Haste 2001", and "Space Haste 2"). I received recent builds of the game which I would play and return feedback. I had the opportunity to create textures for use as billboards along side the racing circuits. Soon afterwards I assisted translating and writing the help manual. that shipped with the game. Although I was never officially paid for work, I earned a title in the credits for "Help".
Employment Types: Full Time, Contract, Project/Temporary
Education Level: Some College
First Year of Experience: 2003
Category: Art / Animation, Game / Level Designer / Creative Director
Authorized to work: United States
Job Search Status: Actively looking
Availability Status: Available now (11/20/2008)
Relocation Preference: Will relocate.
Desired Pay: 60,000.00 - 70,000.00/Yearly
Acceptable Travel: 1% of the time
Preferred Benefits: Medical PPO, Dental, 401k

Skill  

First Used

  Knowledge
 Level

Visio

2006

 Intermediate

MS Excel

1996

 Intermediate

MS Word

1994

 Advanced

Doom / Quake

1996

 Advanced

Unreal Engine 3

2007

 Intermediate

3D Studio Max

2004

 Intermediate

Maya

2005

 Intermediate

Photoshop

1997

 Advanced

Visual Basic

2002

 Intermediate

C#

2005

 Intermediate

Java / J2ME

2002

 Intermediate

Perl / Python / jScript / Lua / Javascript / vbscript

2005

 Intermediate

XML

2006

 Beginner

SourceSafe

2003

 Intermediate

Perforce

2004

 Intermediate

MS Outlook

1994

 Advanced

MS FrontPage

2000

 Intermediate

MS Powerpoint

2000

 Intermediate

Lith Tech (WorldEdit)

2007

 Intermediate

Languages

 Spoken Fluency

 Written Fluency

English

 Advanced

 Advanced

References: John Mulkey (Lead Designer, Id Software)
(425) 466 – 0966 | jmulkey@idsoftware.com

Sean Patten (Designer, Monolith)
(425) 533 – 1233 | sean.patten@lith.com

Adin Clark (Designer, Monolith)
(206) 550 – 5357 | adin.clark@lith.com
Preferred Contact Method: Email
Preferred Contact Time: 10am - 10pm
Web Site: http://nick.mohilchock.com
Primary Email: nick@mohilchock.com
Home Phone: 425-821-4893
Mobile Phone: 714-470-1880
Last Updated: 12/19/2008