| email phone résumé |
mail.jfisher@gmail.com (425) 214 2105 J.Fisher.Bio |
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Samples
of my work from across a range of products.
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| Activision (Toys For Bob) Senior Designer |
![]() ![]() Skylanders was an innovative game series that set world-record sales and created the "Toys-to-Life" video game genre, inspiring similar franchises by Disney (Infinity), Nintendo (Amiibo), Lego (Dimensions), and others. Some highlights of my work on Skylanders include: |
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Skylanders
ImaginatorsPS4, Xbox One, Switch, PS3, Xbox360, WiiU Activision, Toys For Bob "Dragon Temple" is one of the core game levels I designed and created, including scripting, cameras, game mechanics, etc. Youtube playthrough |
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Gryphon
Park Observatory Adventure Pack PS4, Xbox One, Switch, PS3, Xbox360, WiiU Activision, Toys For Bob I designed and created this expansion pack Youtube playthrough |
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Sunscraper Spire Expansion PackPS4, Xbox One, WiiU, PS3, Xbox360, Wii, Android, iOS, Fire Activision, Toys For Bob I designed and created this expansion pack |
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Skylanders
Trap TeamPS4, Xbox One, WiiU, PS3, Xbox360, Wii, Android, iOS, Fire Activision, Toys For Bob "Monster Marsh" is one of the core game levels I designed and created, including scripting, cameras, game mechanics, etc. Youtube playthrough |
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Skylanders
GiantsXbox360, PS3, WiiU, Wii Activision, Toys For Bob In addition to game design, I also contributed to toy concepts and prototyping. Examples (left) from ideas we didn't use. |
Unannounced Independent Game Creator / Owner |
AAA production is fundamentally the work of a team while a portfolio focuses on one person, so here I have also included some peeks at work I created independently. As such I was responsible for everything from design and mechanics to UI, materials, modelling, audio, scripting, etc. |
Unannounced Projectwork in progress Telegraph & Train Station Part of a one-person project (first-person exploration adventure) so I am responsible for designing and implementing every element, (and scope-limited by same.) |
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Unannounced Projectwork in progress Cartographic Drafting Machine Part of a one-person project (first-person exploration adventure) so I am responsible for designing and implementing every element, (and scope-limited by same.) |
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Personal interest and exploration |
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The Fisher Orrery8-movement mechanical planetarium brass, wood This real-world working clockwork model of the solar system was designed and developed entirely by me, from mathematics to mechanics to manufacture & supply chain. I also experimented with software and manufacturing techniques to allow production costs to undercut comparable products while attaining a striking presentation. |
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Animated Book systemUnreal Marketplace I created this UE4 asset that generates custom animated readable books using localizable-text with advanced features never before seen in a game, including detachable animated between-page ephemera Youtube Video Demo Available in the Unreal Marketplace |
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| Griptonite
Games Senior & Lead Designer |
Hollywood-IP games produced with very tight schedules for simultaneous release with their movie |
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Wii Disney, Griptonite Other rapid-production titles I worked on (below) |
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Zombie Inc Lead Designer |
(Interplay shut down
before this title shipped) |
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Kingpin 2 PC, Xbox. (full title unannounced) Interplay, Zombie Downtown, introductory mission |
![]() Concept for New York bosozoku hangout and yakuza club missions |
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Valve Software Level Designer |
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![]() Half-Life 2 PC, Xbox360, PS3, others Valve, Sierra Work displayed in promotional material |
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E3 demo |
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Ravenholm hillside |
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![]() Half-Life2: Raising the Bar The Making of / Concept Art book Valve Software Game-level layout concept My concepts were influential - at least one company changed their studio's design approach after considering my work in this behind-the-scenes art book. |