Hello! I'm Fisher Michaels, and this website is my portfolio and resume. Level design is my passion, and I've spent my previous years honing my skills developing maps for competitive play in Minecraft. I've most recently done work for ESL (via the Badlion Network) with my experience gained from being the lead competitive designer for the Overcast Network. I also have workplace experience in 3D modeling, graphic
design, and retail. Besides video games and their design, my hobbies include music production, eSports, computer science, and tabletop gaming.
While working at Badlion, I found that it was hard to find and cultivate new talent without an amatuer mapmaking scene giving public submissions. This guide was my attempt to give the community the tools they needed in order to break into the mapmaking scene. Also serves as a window into my creative process.
The Badlion Diamond Series is a Minecraft-based team tournament with an $8,000 prize pool. Badlion is owned by ESL and I worked as a designer there for a year and a half.
Highlighted skills from this project include:
Lead the map design team (6-8 members)
Designed, built, and balanced 15 play environments
I released Solar Survival, a singleplayer adventure, in 2011. Since then the map has been downloaded 330,000 times. It was based on the combination of two popular trends at the time, Skyblock and CTM.
The pool for the Age of Ares tournament included nine maps. I lead a team of four, all of whom I selected to participate in the project. Together, we achieved the high level of quality expected by our playerbase.
In this project, I invented a new game mode which turned out to be highly popular. I spent three months creating, play testing and revising this map. A personal goal of mine for this project was to introduce players to a form of strategy that revolved around playing to the strengths and weaknesses of your opponent.
Highlighted skills from this project include:
Invented and developed a new gamemode
Re-imagined the role of strategy in competitive play
This video project chronicles the history of a game mode (Capture the Wool) that I invented in 2011 that has found success in the community and is still played today.
Highlighted skills from this project include:
Developing a game mode that has become ingrained in the community
Dewitt House is an architectural project I worked on at TWMLA. The image here, of a proposed new building and streetscape, was modeled by me. Alternate angle in the linked article.
Highlighted skills from this project include:
Built city-scale 3D model in Sketch up of proposed project
Modeling based on CAD plans, field work, site visit
Requiem is a game mode I developed in which I tried to convert a typically single-player mode (Complete the Monument) to a multi-player setting. The map itself, while generally successful, was abandoned during play testing because it was too large for the server to manage.
OBJECTIVE: Game and/or level design in a competitive multiplayer environment.
SKILLS SUMMARY:
Eight years of experience designing in 3D space
Strong analytical sense
Leadership and initiative in project-based group work
Experience with a multitude of software environments
WORK HISTORY:
2016 - 2017
Trowbridge Wolf Michaels Landscape Architecture Assistant Designer
Assisted in the development of visual materials to communicate LA designs to clients and the public
Developed to-scale base mapping and layout in AutoCAD
Constructed elaborate large-scale 3D models in Google SketchUp
Created illustrated renderings and visual simulations in Photoshop
Formulated cost estimate data in AutoCAD
Assembled presentation boards & graphics in InDesign
2016 - 2018
Turtle Entertainment (ESL Gaming) Volunteer Designer
Develop multiplayer levels for a high level competitive environment
Communicate with and manage a community of competitive teams and players
Incorporate playtesting and community input into meaningful design decisions
Livestream and commentate tournaments with prize pools of thousands of dollars
Regularly communicate with developers during gamemode prototyping to ensure gameplay features are polished
2012 - 2016
Overcast Network Map Developer, Event Coordinator, Moderator
Developed multiplayer levels for a high level competitive environment
Planned competitive tournaments with up to 1000 participants
Enforced rules of conduct on a public multiplayer server
Communicatde with and managed a community of competitive teams and players
Incorporated playtesting and community input into meaningful design decisions
Actively developed and prototyped experimental designs and gamemodes
Coordinated playtesting of prototypes with competitive teams and evaluated results and made changes between games as needed
Revolutionized tournament formats by introducing smaller, more refined map pools and raised the bar for quality as players learned to exploit design mistakes
Formed and lead a design team of three other specifically chosen individuals to mitigate workload
2016 - 2017
P&C Fresh Cashier
Process customer transactions for up to hundreds of dollars worth of groceries
Interact with returning customers in a local environment
EDUCATION:
2017-present
Rochester Institute of Technology Game Design and Development, Freshman
When it comes to how I consume media, I am probably best described as a pretentious nerd. I tend to spend half my time while playing/watching talking over whatever's happening, and sometimes I even score things like I'm some sort of critic.
So I might as well list what I consider to be the best of the best!