Boris Fisher

Professor of Practice
Office Location |
306A |
Phone |
214-768-5145 |
Biography
Boris Fisher is a veteran interactive game artist and designer of 20 years. He has developed on different platforms, from arcade to console, PC and mobile. These include F.E.A.R. 3, The Avengers Initiative and Superbikes, the arcade classic which has found its way into most movie theaters throughout the country.
His areas of expertise includes teaching professional level Hard Surface modeling, World Building, Animation, Technical Art and Level Design. His core strengths revolve around creative problem solving and innovation, which he applies in the role of an Art Director for advanced students and projects. Boris constantly learns new software and improved techniques in order to stay ahead of the ever changing demands of the industry. He spends his spare time as a freelance writer and world traveler.
He joined èßäÊÓÆµapp Guildhall in 2013 as an art creation faculty member. Here, he teaches video game art and content creation, acts as a creative and technical consultant for team projects, and helps students develop modular ways of thinking and problem solving abilities.
Specializations
Art CreationProfessional Experience
- Lead Artist and Cinematics Artist — Day One Studios
- Artist, Animator and Designer — Raw Thrills Inc.
- Artist — Wideload Studio / Disney Interactive
Education
- BFA in Media Arts and Animation— The Art Institutes
Shipped Games and Contributions
- SuperBikes – (Arcade, Raw Thrills), 2005
- F.E.A.R. 3 – (Xbox 360/PS3/PC, Day One Studios), 2011
Games unreleased:
- Silent Scope 360 – (Xbox 360/PS3), 2011
- Reign of Thunder – (PC, Day One Studios), 2011
- Various Undisclosed Projects – (PC)
Research
- My Voice, My Choice – (PC/Oculus, èßäÊÓÆµapp Department of Psychology), 2015-2016
Question and Answer
Can you share the backstory behind what brought you to a career path in game development?
I have worked in a variety of high stress environments outside of the tech which allows me to see issues from uncommon angles and head them off before they happen. My tech career began in 3d animation, modeling and cinematography. My goal was to bring stories to life. These skills brought me into the games industry where I mastered every area I was placed into. The games industry is where I learned the importance of strategic planning as well. When there was nothing more for me to learn, I advanced into higher education where I improved my own abilities through teaching and managing multiple different yearlong student Thesis projects simultaneously. Additionally, I work to support research projects across multiple schools and industries, which offers very exciting challenges and satisfactions. For example, I learned how to perform a hysterectomy and other critical surgeries to create a VR Surgery Simulator, which has to date, possibly saved thousands of women's lives. Very fulfilling.
What is the most interesting thing that has happened to you since you started your career? Did you learn a lesson from it?
Most interestingly, I noticed that I have an innate ability to simply either complex or abstract ideas into a means for others to understand. I learned that I could help others achieve things that they themselves did not believe they could do.
How would you define a successful game? Is there a game or franchise you think best captures these tenets?
The most successful games, or any projects happens when through smart planning, the talent of the team shines through in the final product.
What advice would you give to those interested in attending èßäÊÓÆµapp Guildhall? What can help bolster student success before and during their time here?
A person will have to devote themselves fully to the art of game development. This is not a trivial career path.
What personal achievements or highlights, past or present, are you most proud of or excited about in your career in game development?
I am most proud of seeing my students, doing the best work in their lives and watching them get hired directly into the industry of their dreams. I am very proud to play games that they have worked on in the field. Additionally, I am very proud of all of the research work that I have done and the lives it has saved.