William Fisher Email and Phone Number
Leader, Producer, Product Manager, and Game Designer. I have spent my career building games, managing virtual worlds, leading teams, and operating highly successful live services at scale. I have had the honor of learning from amazing mentors the importance of people, products, customers, and results.
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Game Development And Product Strategy ConsultantIndependantSeattle, Wa, Us -
Design DirectorHypixel Studios Apr 2023 - PresentDerry / Worldwide, Gb -
Principal Game DesignerHypixel Studios May 2022 - Apr 2023Derry / Worldwide, Gb -
Senior Game DesignerHypixel Studios Jan 2021 - Jun 2022Derry / Worldwide, Gb -
Game Development ConsultantIndependant Jul 2019 - PresentLondon, GbLeveraging my experience building and operating multiple generations of large-scale live-service games I am available to consult, advise, and make recommendations based on your needs. Common topics of discussion include: game design, production and development, live services, product feedback, monetization, gamification, and product management. Let me know how I can help you. -
AdvisorVisionary Realms, Inc. Dec 2019 - PresentCarlsbad, Ca, UsAdvisor to the Executive Producer and Producer. -
Executive ProducerTrion Worlds, Inc. Nov 2009 - Oct 2018Redwood City, UsAs an Executive Producer at Trion Worlds I was responsible for the end-to-end production of development projects and their operation as a live service. Reporting to the CEO and partnering with the Studio General Manager I managed milestones and deliverables for RIFT: Free to Play and its expansions, as well as three unannounced projects. I had the opportunity to partner with all aspects of the organization including development, finance, marketing, community, business intelligence, DevOps, localization, legal, customer service, creative services, BizDev and the C-suite. The support of these teams was critical to the success of the projects I was responsible for and I learned a great deal interacting with each one.In addition to my own projects, I was responsible for giving feedback, support, and insight at the studio level. Trion was both a publisher and a developer of games which gave me the opportunity to collaborate with our external producers and BizDev team to vet new ventures and solve problems as needed. I have experience pitching to external IP holders, presenting to the board of directors, and representing Trion at other high-profile meetings.I had the honor of working for and with amazingly talented people building, running, and improving great products and services.I held the following titles during my tenure at Trion: Senior Game Designer, Lead Game Designer, Creative Director, Game Director, and Executive Producer. A few highlights of my additional work include: • Leadership of cross-disciplinary teams up to 110 members. • Product manager of the RIFT Free to Play conversion. • Design direction for all aspects of RIFT. • Populated, scripted, and implemented quests for 40% of the launch game as part of a strike team. • Responsible for all PVP Warfronts (Battlegrounds) in the launch title of RIFT. • Prototyped and launched original custom Zone Events, a game defining feature. -
Senior Game DesignerSlide Sep 2009 - Nov 2009San Francisco, Ca, UsSystem design, monetization strategy, and balance for social media titles. -
Lead Game Designer / Senior Game DesignerSigil Games Online, Inc And Sony Online Entertainment Apr 2002 - May 2008I was a founding member of Sigil Games Online where I helped conceptualize, pitch, and build Vanguard: Saga of Heroes collaborating with other principal stake holders. It was an amazing learning experience building a product from concept to ship and beyond. I am still extremely proud that we successfully shipped a full featured MMORPG when so many other startups at the time failed to reach the finish line. I had the honor of being involved in the hiring of a ton of then young talent that has since spread throughout the game industry.I held leadership positions on sub-teams ranging in size from 3 to 25 members primarily focusing on adventuring content and elements of combat design. I was responsible for many pre-production design documents as well as actual game implementation. I believe Rahz Inkur was my favorite area that I personally populated.I have listed this as one continuous employment even though it was technically two employers. The assets and rights to operate Vanguard were sold to Sony Online Entertainment and Sigil Games was shuttered shortly after.
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Game Designer / Associate Game DesignerSony Online Entertainment Jul 2000 - Mar 2002San Diego, Ca, UsI started my career at Sony Online Entertainment (Verant Interactive) as an associate game designer on EverQuest Live. My first day on the job after moving from my home town in Washington State to San Diego, I was told that they had forgotten they hired me, and no computer was set up. I was given a pad of paper and a pencil and told to write an Epic Quest.I like to think I’m still writing that Epic Quest today.A few highlights of my tenure include:• Wrote original Epic Quests for the Bard, Necromancer, and Warrior classes in EverQuest. These lore filled quests rewarded players with a class defining or changing weapon.• Populated, itemized, and implemented all content for: The Temple of Veeshan, Kael Drakkel, and Velketor’s Labyrinth. ToV and Kael were two of the most popular zones in the Scars of Velious expansion.• Designed and implemented the Armor Quests for EverQuest: The Scars of Velious. I coordinated the efforts to get the proper drop rates and items put into other team members zones. These class armor quests and sets are now a staple of modern MMOs and MMO like games.• Championed major changes to EverQuest including but not limited to: 32K Change Over – increasing the hit point cap on NPCs to facilitate future growth. NPC AI and ability set expansion design for Rampage and Flurry.• EverQuest: Online Adventures (PlayStation 2) – Assisted core team with pre-alpha population and tool feedback.• EverQuest II: Pre-production design documentation for areas.• EverQuest: The Shadows of Luclin – Returned to the team after this expansion shipped to train designers. Implemented the Accursed Temple of Cazic-Thule (revamp of zone) with a 4 man team in one 24 hour sitting. I was also responsible for implementing the raid zone Vex Thall after the expansion had shipped. • EverQuest: Planes of Power – I contributed to pre-production and zone write ups for this expansion but I left before core production began.
William Fisher Skills
Frequently Asked Questions about William Fisher
What company does William Fisher work for?
William Fisher works for Independant
What is William Fisher's role at the current company?
William Fisher's current role is Game Development and Product Strategy Consultant.
What skills is William Fisher known for?
William Fisher has skills like Leadership, Gaming Industry, Video Game Production, Game Design Documents, Mtx, Multiplayer, Mmo, Video Game Design, Gameplay, Jira, Agile Methodologies, Game Developers.
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