Calvin Nixon
Game Designer & Producer


Project: First Person horror game
Role: Designer, programmer, Producer etc.

This was my final year university project and a project that shows everything I had learned along the way. I had just over 4 months to complete it, alongside a making of document and two other modules. It was an incredible challenge to create on time but I planned well and was able to pivot based on feedback and time constraints. The project is a 20 to 30 minute walking simulator where the player must find notes hidden throughout the level to progress to the end. The project showcases my ability to create a creepy atmosphere through lighting, effects, audio and tone. I created many of my own assets as a newly acquired skill and strengthened my skills in all aspects of design especially Level Design. More than anything this was a passion project and I hope to make it publicly available to play for everyone in the future.

Project: Third person/Resident Evil inspired level
Role: Designer, programmer, Producer etc.

Most recently I have been working on a blockout level with mentorship from a level designer working for Ubisoft. This Level is inspired by the Resident Evil series with a linear and metroidvania style of progression. The level took around one month to complete from scratch. This included creating blueprints, storyboard art, sound effects and a few changes to the layouts for optimal gameplay. The level is split into two parts set in the Indian jungle. The introduction takes place within the jungle wilderness as Leon makes his way to his objective. Along the way he is derailed, ending up at a secret facility ran by Umbrella experimenting on villagers. The level introduces the following mechanics to the player, movement, camera, combat, inventory, interactable objects and puzzle solving.

Project: Need For Speed Unbound
Role: Producer

I was lucky enough to work as a Producer intern at Criterion games EA on the new Need for Speed game over a period of 12 months. During this time I gained knowledge in the production of a AAA game from inception to release. I was given responsibility to help produce the expansions Volumes 3 and 4 to the online multiplayer component of the game. The biggest contribution being the new Linkups mode, a drop in drop out goal based cooperative mode (a first for the franchise) which requires players to complete tasks together before the time limit runs out. I helped to test and produce the game from inception to completion, even making impacts to the games world, the mode’s design layout and green lighting which goals made the cut in order to get the mode as polished and fun to play as possible.

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