Justin Fisher

résumé and portfolio



mail.jfisher@gmail.com

phone  425 214 2105

link to portfolio



Experience Lead / Owner
Unannounced independent production, USA, 2017-present
Working in Unreal Engine 5 and responsible for nearly every aspect of design and production on this unannounced game builds a more thorough understanding of UE4 in different departments. It is an immensely rewarding project so far, and Cloud Chamber working on Bioshock is the only industry development that has compelled me to consider moving this project to the backburner and signing up.


Senior Designer
Activision / Blizzard (Toys For Bob), USA, 2012-2017
My work on designing and creating the multi-billion-dollar original-IP Skylanders video games was in gameplay / core mechanics, scripting, level design, cameras, etc. (I also touched on many other aspects of the productions, from story to hardware prototyping.)
I used proprietary tools to develop and polish entirely new game mechanics and systems without requiring engineering assistance. This avoided dependencies (and saved money) which allowed game levels to feature more unique mechanics than a team our size could normally produce, resulting in award-winning games enjoyed by adults while still accessible to children. Several Skylanders productions also involved
distributed development, coordinating work and pipelines with other Activision studios.
 
2017 was spent assisting the development of an (unannounced) original IP for Activision using Unreal Engine, and involved level building, puzzle design, and core mechanics scripting.

In addition to the Skylanders flagship console games, I also entirely designed and scripted two Skylanders expansion packs for the core games. Both were best-sellers.

Titles include: Skylanders: Giants, Skylanders: Trap Team, Skylanders: Imaginators, Gryphon Park Observatory Adventure Pack, Sunscraper Spire Expansion Pack, Cursed Tiki Temple Adventure Pack
Platforms include: PS4, PS3, XboxOne, Xbox360
, Switch, Wii-U, Wii, Android, iOS, Fire


Senior & Lead Designer
Griptonite Games / Amaze Entertainment, USA, 2005-2011
Projects at Griptonite were Hollywood IP titles successfully produced with extremely tight schedules matched to movie release dates, challenging budgets, and fixed deadlines that we absolutely could not move (due to movie release dates). I worked at every stage of production, bringing top franchises of Disney, Dreamworks, 20th Century Fox, etc. to yet-to-be-announced (at the time) next-gen platforms.
Initially a senior designer, I later worked as lead, training and mentoring junior designers. I produced key concept art, puzzles, mission designs, camera systems, pipeline systems, location plans, 3d modelling, level editing, scripting, wiring, story, cutscenes, dialog, controls and interface design, core mechanics, gameplay tuning and polish, and more.
Titles include Dreamworks' Kung Fu Panda 2 (Xbox Kinect, PS3, Wii / uDraw), Disney's The Princess and the Frog (Wii), Shrek Forever After (DS), Shrek the Third (Wii, Xbox360, PS2, PSP), Where the Wild Things Are (Xbox360, PS3, Wii), Over the Hedge (PSP), Eragon (PSP), and others.


Lead Designer

Zombie Inc., USA, 2003-2005
While I did some auxiliary work on Shadow Ops: Red Mercury (Xbox, PC, Unreal engine), my primary responsibility was designing Interplay’s flagship game, a sequel to Kingpin (PC, Xbox, Unreal engine). This involved game and systems design, 3C's, prototyping, level building, team coordination, and creating and maintaining concept art and design documents for both internal team use and externally for the publisher. (Interplay unfortunately was shut down midway through production)
 
 
Level Designer
Valve Software, USA, 2001-2003
My time at Valve was focused on Half-Life 2 (PC, Source engine). I was primarily level building, but tasks included game design, concept art, prototyping, and playtesting. Half-Life 2 won six BAFTA awards and over thirty five Game Of The Year awards. My concept art was also used for the coffee-table book Half-Life 2: Raising The Bar, now a collector's item.
 

Author of Aliens-TC
"Doom" conversion (Early amateur/enthusiast work)
Working alone as a young gaming enthusiast, I created the first TC mod ("Total Conversion"), coining a term that became widely used in the PC mod scene. Highly acclaimed and often regarded as one of the greatest game conversions, Aliens-TC introduced new features, "groundbreaking" gameplay, and notably influenced the wider industry.  Previews provoked disbelief, seeming too good to be possible with available technology.

Rolling Stone Magazine / Glixel article about Justin Fisher and Aliens-TC

PC Gamer Magazine article about Justin Fisher and Aliens-TC

(I have also done game design work for companies in Canada and New Zealand)

Education University of Canterbury
Bachelor of Fine Arts (Design)
 
Portfolio A brief portfolio is here

Skills Platforms
Microsoft - Xbox One, Xbox360, Xbox, Windows / PC
Nintendo - Switch, Wii U, Wii, 3DS, DS
Sony - Playstation 4, PS3, PSP, PS2

Editing/Building
Unreal Engine 5 (and 4, 3), Alchemy, TFBtool, World Machine, Hammer, Radiant, Worldcraft, Inferno, Quintessence, Ludaman, MOOD, and others.
Graphics/Modelling
Maya, 3D Studio, Blender, Photoshop, Illustrator, Inkscape, Freehand, Visio, QuarkXpress, PageMaker, PhotoPaint, OBS Studio, Shotcut, Animation Shop, and others.
Language/Scripting
C, UE4 UE5 Blueprint, Scriptgraph, Lua, Arduino, GML, HTML, XML, C++, and others.
General
MS Office, Perforce, Source Safe, CVS, DevTrack, FogBugz, and others.
Productions have included distributed development, asset outsourcing, classics remastering, etc.


Interests Sports and hobbies include dance, solar robotics, design, games, art, miniature electronics, hiking, fencing, and creating things that should exist but don't ...yet.

References

Cloud Chamber is right next to the Toys for Bob studio (where I worked for six years, until a couple of years ago) so I believe that any of your own contacts at Toys for Bob would give you confidence in me and carry more weight from being known to you than would references I provide.

Additional references are also available of course,
and can include people I managed, people who managed me, and/or people who worked alongside me.
Contact Details Justin Fisher
email - mail.jfisher@gmail.com
phone - 425 214 2105