NICK.MOHILCHOCK  
Designer   
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Unreal Engine 3
F.E.A.R. 2
Project Offset
Call of Duty 3
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Quake III Arena
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Project Offset - Last Updated: April 27th, 2009   Checksum... OK

          The previous Call of Duty titles had taken a toll on me both physically and mentally (working sixty hours a week for six months straight on two projects back to back).   I desperately needed a change of both venue and genre, so I applied for a design position at a local start-up called Project Offset in September, 2006.   During my brief stay I learned a lot of valuable lessons; such as the need for producers, or even for a general hierarchy that managed and balanced the various aspects of development.   Despite many obstacles, we did get a fair amount of work done before losing our prospective publisher and hitting hard times.   It was stressful, but as I stated before I came out learning some lessons that were very important.   I left the studio in early 2007, eager to join the ranks of a seasoned developer.

          My duties branched over to a number of areas including writing design documentation for several levels, sketching out tools that designers would need to efficiently develop large-scale events, creating LUA scripts for various AI (complete behavior routines for trolls, soldiers, and turrets), and building the castle demo that many have seen online for the past couple years.   Although the images below are the publicly released publicity shots, they are representative of the design work I did during my stay - particularly the physical space and AI combat behaviors.

Project: Offset
Project: Offset
Project: Offset

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Website contents © 2009 Nikolai Mohilchock