| NICK.MOHILCHOCK Designer | |||||||||||||||||||
| F.E.A.R. 2 - Last Updated: April 27th, 2009 Checksum... OK | |||||||||||||||||||
From June 2007 until November 2008, I worked in Kirkland, Washington on the sequel to F.E.A.R. at Monolith Productions. This time I was back to what I do best, which is first-person shooter level design. My primary focus was on a very complex mission which required a number of technical solutions, as well as support tasks on other levels. The level in particular that I was assigned - simply called "Approach" - features an extensive combat sequence on large trams that rotate around a single rail through an underground tunnel system. This is followed by an elaborate crash sequence that sends players exploring through the guts of the Armacham infrastructure, and an intense fire fight with snipers and elite soldiers in the depths of the subterranean facility. From there, players would ascend to the final level of the game.
In addition to this level, I also worked on one of the game's turret battles that takes place in a devastated subway station. The confrontation features an exploding fuel truck, a high-voltage electrical transformer, and a taxi that falls into the collapse. As all this mayhem unfolds, the game's intricate story hits an unexpected twist that changes the stakes of the mission.
Unfortunately I (and a number of other employees) were laid off shortly after the game went into RC0. During that transition there were apperantly some personnel issues and I was credited under Art instead of Design. Not a huge deal, but a minor hindrance when applying to other studios and confirming what I actually did. Back to top | |||||||||||||||||||
| Website contents © 2009 Nikolai Mohilchock | |||||||||||||||||||