I’m Zoltan Munkacsi, an environment artist and level designer from Szentes, Hungary. I’ve been doing level and environment design since 2006 and sound design since 1996, contributing to S.T.A.L.K.E.R. projects, various mods, and multiple indie titles while shaping immersive worlds through lighting, asset integration, and gameplay flow.
In addition to game work, I produce electronic music under the alias Zoxfeld and collaborate across audio and gameplay pipelines using Wwise, Pro Tools, FL Studio, and other digital audio tools. Since 2023 I’ve been with Primal Game Studio on Karnivus Tournament and Mandragora, while also developing personal projects like Wreacca and Subversity.
I’m available for full time, remote roles.
PS: The site does not allow me to add Unreal Engine 5 to software expertises, but I’ve been working with UE5 since 2022 as well.
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Mandragora – Whispers of the Witch Tree (Unreal Engine) was an awesome souls-like metroidvenia sidescroller arpg game where I had to work on several rift level designs and help with game design tasks. I worked a lot on active-passive skills, achievements, the game map grid system, filled the locations with ambient sounds, and in the end I joined the testing team as well. After Mandragora was released, I was assigned on new – yet to be announced – projects as level & game designer, technical artist.
Wraecca (Unreal Engine) is an action-adventure RPG game. I worked on it with several friends, including Valentine. My role in that project was to create a decent 12 km2 playable area, and create settlement prototypes (blockouts) according to the design document. Later on I turned those blockout areas to real living places, mostly from store assets and a few own assets. I always selected modular asset packs, which gave me enough freedom to create more unique buildings. Later I worked on lighting (indoor and outdoor) and postprocess effects to achieve our vision.
Subversity (Unreal Engine) is an FPS action-adventure game. My role in that project was to write a design document, then create a demo area where I can showcase my vision. I created a blockout location first and then started to build the real location based on the design documents, and testing. When the playable area was ready, I started to work on lighting and postprocess effects. In the end, I added and set ambient sounds, and worked on sounds for the scenes. With 3 more developer friends we prepared a demo which has a short story with tasks, enemies and npc-s and sent in to Epic MegaGrant.
Karnivus: Tournament Zero and Karnivus: Rooftop Rumble projects were created in Unreal Editor for Fortnite. I was the lead lever designer and also had much game design, lighting art tasks. I was responsible to build the 3 levels (from modular assets from blockout to final production state with lighting) in the game and help the game designers setting up gameplay (basic verse code) and also participated in testing at the end.
No More Light (Unreal Engine) is an indie project which I joined as level artist. My tasks were to decorate the greyboxed parts of the small demo map. I also worked on lighting (interior only) in undergrounds. When the demo was completed, my role ended on the project.
Alpha Spectrum (Unity Engine) is an isometric sci-fi ARPG game. Since the game was isometric with fixed camera, it was hard to show the cyberpunk style, so I came up with an idea to create multi-level cities (ground area for the slums and an upper level where roads are built around the skyscrapers in the air, based on heavy pipe networks). This gave me a lot of freedom to be able to show cyberpunk design elements, since we could walk in an upper town area among the decorated and colorful skyscrapers. I was working on game design as well as lighting and postprocess effects. I created main menu music and some other ambient tracks for the game as well.
S.T.A.L.K.E.R. – Lost Alpha and Lost Alpha Developer’s Cut (X-Ray Engine) projects are classic action FPS games played in post-ussr environments. My job was to assemble a team and manage it until the release. My other tasks were creating completely new and old levels based on old artworks, screenshots of unreleased scrapped versions of various maps of the original S.T.A.L.K.E.R. game. I organized several trips to various places in Hungary and even in Ukraine. We visited Szentkirályszabadja, Hajmáskér, Újmajor, and Chernobyl to get into the mood. This is the project which actually helped me to realize, I want to work as a level / environment designer.
S.T.A.L.K.E.R. – Lost Alpha and Lost Alpha Developer’s Cut (X-Ray Engine) projects are classic action FPS games played in post-ussr environments. My job was to assemble a team and manage it until the release. My other tasks were creating completely new and old levels based on old artworks, screenshots of unreleased scrapped versions of various maps of the original S.T.A.L.K.E.R. game. I organized several trips to various places in Hungary and even in Ukraine. We visited Szentkirályszabadja, Hajmáskér, Újmajor, and Chernobyl to get into the mood. This is the project which actually helped me to realize, I want to work as a level / environment designer.
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