Zoltán Munkácsi
Zoltán Munkácsi
Level designer | Environment Designer
Szentes, Hungary

I'm a passionate game developer doing level / environment design, game design since 2007 and sound design since 1996. I had several music releases on vinyl and digital under the name "zoxfeld". I was the lead level designer, environment designer and game designer in S.T.A.L.K.E.R. Lost Alpha free to play game project from 2009 to 2017. That was my first big scale project. Later I was involved in the production of Alpha Spectrum for almost 4 years, No More Light for a year, and 2 new indie titles as level designer, environment artist and lighting artist. Later joined Primal Game Studio to work on Karnivus games in collaboration of Force Multiplier Studios, then worked on Mandragora Whispers of the Witch Tree and a few more unannounced titles. In early 2026 I joined Black Banner Studios to work on a cool medieval project, called Legacy of Valor.

During the years I spent in game development (including modding, indie and pro exp.) I gained lots of experience in environment- and level design, game design, tech design, QA, community and project management, sound design and music production.

My software expertises:
- X-Ray Engine (12 years)
- Unreal Engine (8 years))
- Unity (4 years)
- CryEngine (1 year)
- Blender (beginner)
- Fl Studio (19 years)
- Sound Forge (14 years)
- ProTools (4 years)
- Wwise (1 year)
- Photoshop (8 years)
- GIT / SVN (6 years)
- Confluence (4 years)
- Trello (2 years)
- Jira (3 years)
- Jenkins (2 years)

The games I like and I've been influenced by: Resident Evil series, Silent Hill series, Elder Scrolls series, Gothic series, Risen series, Deus-Ex series, System Shock series, S.T.A.L.K.E.R. and Unreal. When I launch a game, my first thing is to roam the levels to see how they were built.

My main platform is PC. and I'm looking for contract or full-time work as well. If you are interested in my skills, please contact me via email.

Skills

Level DesignEnvironment DesignLightingProject ManagementMusic productionAudioMixingDesign documentQA TestingBlueprint2dTech DesignResearchGame Design

Software proficiency

Photoshop
Photoshop
Unreal Engine
Unreal Engine
Unity
Unity
Perforce
Perforce
Jira
Jira
Pro Tools
Pro Tools
Sound Forge
Sound Forge
Wwise
Wwise
Git
Git
Fl Studio
Fl Studio
Subversion
Subversion
Confluence
Confluence
X-Ray Engine
X-Ray Engine
Quixel Mixer
Quixel Mixer
Bugtracker
Bugtracker

Productions

    • Video Game
      Karnivus Tournament Zero
    • Year
      2024
    • Role
      Level designer, Environment Artist
    • Company
      Force Multiplier Studios
    • Video Game
      Mandragora Whispers of the Witch Tree
    • Year
      2025
    • Role
      Level & Game Designer, QA tester
    • Company
      Primal Game Studio
    • Video Game
      Lost Alpha Developers Cut
    • Year
      2017
    • Role
      Lead level designer, Consultant
    • Company
      Dezowave
    • Video Game
      Lost Alpha
    • Year
      2015
    • Role
      Lead Level Designer, Project Manager
    • Company
      Dezowave

Experience

  • Level and technical designer at Black Banner Studios
    Remote, CZ
    February 2026 - Present

    I joined Black Banner Studios in mid January to work on Legacy of Valor medieval project. My roles are level- & game design and also doing tech, research, and sound design.

  • Level & Game Designer at Primal Game Studio
    Budapest, HU
    December 2023 - Present

    I joined Primal in december 2023 and immediately started to work on Karnivus Tournament Zero, which was a collaboration project with FMS (Force Multiplier Studios). After a few months, I also joined the Mandragora team to work on Mandragora Whispers of the Witch Tree project. After the release of Mandragora, I was assigned on unannounced projects.

  • Level designer, Lighting artist at IR Games
    Remote, HU
    December 2017 - October 2021

    I joined to work on Alpha Spectrum, a top down cyberpunk rpg game. My tasks were to prototype (graybox) the locations and then decorate them with given assets + work on the environment lights and overal lighting of the maps. Even after I actively stopped working on the project, I remained as a consultant and tried to support when needed.