Justin Fisher


Portfolio

email
phone

résumé
mail.jfisher@gmail.com
(425) 214 2105

J.Fisher.Bio


Samples of my work from across a range of products.
  • Game screenshots will only show sections of game that I designed and implemented.
  • Concept art examples are entirely my work.
  • Independent and Personal Interest examples are entirely my work.
  • Product box / cover art examples are (usually) not my work, just some of the retail products that feature my work.
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:


Skylanders Imaginators

PS4, 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
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


Sunscraper Spire Expansion Pack

PS4, Xbox One, WiiU, PS3,
Xbox360, Wii, Android, iOS, Fire
Activision, Toys For Bob

I designed and created this expansion pack

Amazon #1 Best Seller Christmas 2014

Youtube playthrough
Skylanders Trap Team

PS4, 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

Skylanders Giants
 

Xbox360, 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 Project
work 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.)

Unannounced Project
work 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.)


Personal interest
and exploration




The Fisher Orrery
8-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.

Animated Book system
Unreal 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
Griptonite Games
Senior & Lead Designer



Hollywood-IP games produced with very tight schedules for simultaneous release with their movie
The Princess and the Frog
Wii
Disney, Griptonite







Other rapid-production titles I worked on (below)



Zombie Inc
Lead Designer
(Interplay shut down before this title shipped)



 
Kingpin 2
PC, Xbox. (full title unannounced)
Interplay, Zombie

Downtown, introductory mission


Concept for New York bosozoku hangout
and yakuza club missions



Valve Software
Level Designer



Half-Life 2

PC, Xbox360, PS3, others
Valve, Sierra

Work displayed in promotional material

 
Nova Prospekt cell block




 
E3 demo


 
Ravenholm hillside



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.



Early / Amateur




 
Aliens-TC

DOOM expansion / conversion

Internationally acclaimed and influential
as a pioneering example of building new
experiences from existing games.

All work on this amateur / enthusiast
project was done by me.







Portfolio of Justin Fisher

mail.jfisher@gmail.com
phone (425) 214 2105

link to résumé