Milo Fisher

Game Designer       Game Programmer

Latest Project

Knight Guy (2023)

By: Milo Fisher

My Role: Programmer / Game Designer / Artist

Language: C# (Unity)

Knight Guy is a 2D arcade-style RPG and Roguelike, and unlike my other game projects, is targeted for mobile devices.  This game follows the protagonist, a nondescript knight named 'Guy', as he delves deep into the dangers of the dungeon.   As a designer, inspiration for this game comes from my love of the RPG and Roguelike genres and my own challenge to make an arcade-style game with adequate RPG mechanics.  The game needs to be easy to learn and play, but difficult to master.  As a programmer, I have been using Unity to develop the mechanics and tools needed to build the levels.  As an artist, I have been creating the pixel art in Adobe Photoshop, and using Unity's Animator to animate the different assets.

About Me

My name is Milo Fisher and I am 22 years old, and have recently graduated from UC Santa Cruz with a Bachelors Degree in Computer Science: Computer Games Design.  I am from Orange County, California, and I have lived there most of my life, only recently leaving to attend school in Santa Cruz.  I work as a game designer and programmer and between my personal projects and school projects, I have made quite a few games.  My favorite game genre for both playing and designing would have to be RPGs.  I love the feeling of progression and growth they cultivate and I also find their game systems can often be quite interesting and engaging.  I truly love what I do, and there are only few things I would consider to be quite as fun as brainstorming/designing a game as well as sitting down and programming it.  At the end of the day, I am very dedicated to my craft, and spend significant time outside of work developing my skills to improve their quality purely because I enjoy what I do.   

Other Projects

Adventures of Old (2022)

By: Banned Bandits Studios

My Role: Lead Designer / Lead Programmer

Language: C# (Unity)

Adventures of Old is a digital table top RPG made by the Banned Bandits Studios team in the Game Design Studio class at UC Santa Cruz.  The game originally began as a physical table top game that was then ported over to Unity.  The game itself allows players to create custom characters with which they will find loot and level up by fighting monsters and overcoming encounters.

Scrapper Bots (2021)

By: Milo Fisher, Jalen Pastor, Alex Basinski, Elijah Rossman, Alexander Shaham, Pierce Sullivan

My Role: Lead Programmer

Language: C# (Unity)

Scrapper Bots is tactical turn based RPG prototype made for the Game Design Studio class at UC Santa Cruz.  For this project, I was the lead programmer on our team of 6. This game was built in Unity, and our team utilized lots of pair programming when implementing the more complex features of this game.  I implemented most of the player class abilities as well as core abilities such as attacking and moving.  I also implemented the hexagonal pathfinding and made the 2 distinct enemy AI.  Our team designed a larger game than is reflected by this prototype, but for our project we were short on time for features to implement.

Expedition: Artifact (2021)

By: Milo Fisher, Emily Wen, Sam Fisher

My Role: Programmer / Game Designer

Language: C# (Unity)

Expedition: Artifact is a 2D brawler game made for the 2021 Cultural Heritage Game Jam hosted by Global Game Jam.  For this project, I was the programmer and game designer, and I worked with an artist and writer.  I designed the game to be compliant with the game jam requirements and for the gameplay, took inspiration from some 2D brawler games such as Castle Crashers.  I created the game in Unity, and I used the Canvas system for the UI as well as the item system, while I used the 2D physics (with some of my own handling) for the core gameplay.  The game was made in 2 weeks and was the first game jam for everyone on our team.

Colosseum Clash (2020)

By: Milo Fisher

My Role: Programmer / Game Designer

Language: C# (Unity)

Colosseum Clash is a multiplayer card battler made for the Visual Communication and Interaction Design class at UC Santa Cruz.  This game was designed to be a physical card game but it was made in Unity.  For this project I was tasked with designing a card game so I chose to base my game off of the gladiator fights in the ColosseumI designed the game to be a combination of PvE and PvP, allowing players to pursue multiple paths to winning.  The Unity implementation of the game features multiplayer through the Photon Bolt networking package.

Queen of the Hill (2021)

By: Milo Fisher, Paul Lee, Jared Nolen, Jalen Pastor, William Propp, Alexander Shaham, Alexis Sanchez

My Role: Lead Programmer

Language: JavaScript

Queen of the Hill is an idle clicker game made for the Game Design Studio class at UC Santa Cruz.  For this project, I was the lead programmer on our team of 7. This game was built in vanilla JavaScript and HTML, so I decided to make a lightweight game development library for our team to use called Milo's Game Library.  The library streamlined rendering images, animations, buttons, and text which we were able to use to create everything in our game.  In addition to my library, I also made a custom JSON file interpreting function to read in files detailing the upgrades and their data.  As the lead programmer I was also in charge of maintaining our master branch in Github,  as well as overseeing any merges between branches.  This game also became relatively popular on itch.io (compared to my other works) with over 1500 players within the first 3 days of it being uploaded.

Puzzle Platform (2021)

By: Milo Fisher, Alexander Robert

My Role: Level Designer / Programmer

Language: JavaScript

Puzzle Platform is a 2D puzzle platforming game made for the Game Design Studio class at UC Santa Cruz.  For this project, I was the level designer and a programmer on our team of 2. This game was built using a JavaScript game library meant for rapid arcade game prototyping called Crisp Game Library.  The library came with features for displaying 5x5 sprites, color based collision, and only a single form of input (mouse click).   Using these features I implemented the basic physics behind our game which included the character automatically running and bouncing off walls, and colliding with the player's paddle when it is materialized.  This game was intended to be a prototype designed in 2 weeks, so I prioritized designing the levels to showcase all the mechanics we had implemented over creating difficult puzzles.  I also programmed an interpreter to read in our level layouts from the tilemap application Tiled.  The files were then drawn into levels, obstacles and all, in a semi-randomized generation pattern.

Dungeon-ous Crab (2021)

By: Milo Fisher

My Role: Programmer / Game Designer

Language: JavaScript

Dungeon-ous Crab is a top down dungeon crawler made for the Game Design Studio class at UC Santa Cruz.  Like Puzzle Platform, this game was also made using the JavaScript game library, Crisp Game Library.  For this project I challenged myself to design a dungeon crawler that only requires one button of input.  What I came up with was a system to click/hold to move, and items are like power-ups that the player can walk over to get.  For the dungeon, I procedurally generated a random map layout and created a mini-map to help the player navigate the dungeon. In order to handle the player movement through the procedurally generated dungeon, I had to implement a camera moving feature to smoothly follow your character through the dungeon. 

Tower of Dawn (2021)

By: Milo Fisher, Bill Wong, Mark Wolverton, Zirui Li

My Role: Lead Programmer / Game Designer / Level Designer

Language: JavaScript (Phaser 3)

Tower of Dawn is a top down RPG made for the Game Development Experience class at UC Santa Cruz.  This game was built in JavaScript using the game engine Phaser 3.  For this project I designed the abilities of the playable classes: Warrior, Rogue, and Mage.  I also designed the layout of the few levels we included in our project prototype, and designed the tutorial sequence on the first level.  I also implemented the base player controller, as well as the different class abilities, enemy AI, inventory system, and the cutscene sequences.

Wizard Run (2021)

By: Milo Fisher, Bill Wong, Mark Wolverton, Zirui Li

My Role: Lead Programmer / Game Designer

Language: JavaScript (Phaser 3)

Wizard Run is a side-scrolling endless runner made for the Game Development Experience class at UC Santa Cruz.  This game was built in JavaScript using the game engine Phaser 3.  For this project I designed the 4 actions the player can take (jump, slide, glide, shoot) as well as the 4 traps the player encounters (closing door, spikes, barrels, gaps).  As our team's lead programmer, I also implemented each of these features as well as the random level generation and the general movement in the game.

Undead Dungeon (2021)

By: Milo Fisher, Emery Plyler

My Role: Programmer / Game Designer / Artist

Language: Construct 3

Undead Dungeon is a 2D dungeon crawler made for the Foundations of Video Game Design class at UC Santa Cruz.  This game was built using the free edition of Construct 3.  For this project I designed the player controller and enemy AI, as well as the interactable objects such as chests and doors.  I also did the art for the main character, enemies, and the environment as well as their animations.  In addition to the art, I used Construct's scripting system to implement the functionality of the game and also designed half of the levels.  

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Roguelike (2021)

By: Milo Fisher

My Role: Game Designer / Writer

Language: Twine

Roguelike is a text based RPG made for the Foundations of Video Game Design class at UC Santa Cruz.  This game was made in Twine.  For this project I used basic scripting to keep track of the player's stats and items and Twine's branching features to map out the rest of the game.  I simulated the experience of exploring a dungeon by mapping out the entire dungeon and creating directional paths between the rooms.