# Phil Fish

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French-Canadian former indie video game designer

This article is about the video game designer. For the Barney Miller character, see [Phil Fish (character)](/source/Phil_Fish_(character)). For the 17th and 18th century French actor, see [Philippe Poisson (actor)](/source/Philippe_Poisson_(actor)).

Phil Fish Fish at GAMMA 3D in 2008 Born Philippe Poisson 1984 (age 41–42) Montreal, Quebec, Canada Occupation Game designer Employer Polytron Corporation Known for Fez

**Philippe Poisson** (born November 1, 1984), better known as **Phil Fish**, is a [Québécois](/source/Qu%C3%A9b%C3%A9cois_people) former [indie game](/source/Indie_game) [designer](/source/Video_game_designer) best known for the 2012 [platformer](/source/Platform_game) *[Fez](/source/Fez_(video_game))*. He was born and raised in Quebec, where his experiences with [Nintendo](/source/Nintendo) games in his youth would later influence his game design. He studied game design at the Montreal National Animation and Design Centre, and worked at [Ubisoft](/source/Ubisoft) and [Artificial Mind and Movement](/source/Artificial_Mind_and_Movement) before starting Polytron in 2008.

Fish was a founding member of [Kokoromi](/source/Kokoromi), a collective that explores experimental gameplay ideas, and organized Montreal's annual GAMMA games events. While *Fez* was in development, Fish worked on other unreleased games at Polytron including *[SuperHyperCube](/source/SuperHyperCube)* and *Power Pill*. *Fez* was released in April 2012 to widespread acclaim after a protracted [five-year development cycle](/source/Development_of_Fez). Its final phases of development were shown in the 2012 documentary *[Indie Game: The Movie](/source/Indie_Game%3A_The_Movie)*, which brought Fish fame unusual for game developers.

Following an online argument and [doxxing](/source/Doxxing), Fish publicly announced his exit from game development twice over the next two years, citing long-term mistreatment by the industry. Polytron later published the 2015 *[Panoramical](/source/Panoramical)*, and Fish returned with Kokoromi to release *SuperHyperCube* in 2016.

## Early life and career

Phil Fish was born Philippe Poisson[1] in Montreal in 1984.[2] He was raised in Quebec, where his parents shared their interest in art and gaming with him. Fish's father translated *[The Legend of Zelda](/source/The_Legend_of_Zelda_(1986_video_game))* into French so the two could play together. Fish credits these memories as formative, and later cited their influence on *Fez*.[1] He graduated from the 2004 Design and Digital Art for Video Games program at the Montreal NAD ([National Animation and Design Centre](https://fr.wikipedia.org/wiki/Centre_national_d%27animation_et_de_design)).[3]

Fish began his career at the video game publisher [Ubisoft](/source/Ubisoft),[1] where he worked on *[Open Season](/source/Open_Season_(video_game))* as a [level designer](/source/Level_(video_games)).[4] He was initially excited for the job but grew disenchanted with their large development teams and working conditions. Fish later described it as "the worst experience of [his] life". He was later fired from the company.[1]

On May 24, 2006, Fish won the [Artificial Mind and Movement](/source/Artificial_Mind_and_Movement) Award for Best Cut-Scene at the annual NAD Center Awards of Excellence Gala.[5][6] Later that year, Fish began work as a level designer at Artificial Mind and Movement,[7] where he designed for [film tie-in games](/source/Video_game_tie-in)[1] including *[The Golden Compass](/source/The_Golden_Compass_(video_game))*.[8]

Fish (second from left) with Kokoromi in 2007

Fish is a founding member of [Kokoromi](/source/Kokoromi), a group that designs[2] and promotes experimental video games.[9] His November 2006 Arcadia Festival event, GAMMA 01 Audio Feed, featured games that incorporated live sound.[7] Fish planned a similar event, GAMMA 256,[7] for 2007, and a third event, GAMMA 3D, for November 2008 in Montreal.[10] Fish was invited to present a lecture on GAMMA 01 at the 2007 [Game Developers Conference](/source/Game_Developers_Conference).[7] He also wrote a review of the 1999 *[Legacy of Kain: Soul Reaver](/source/Legacy_of_Kain%3A_Soul_Reaver)* in the 2007 book *Space Time Play: Synergies Between Computer Games, Architecture and Urbanism: the Next Level*.[2]

Fish has been characterized by Sean Hollister of *[The Verge](/source/The_Verge)* as "notorious for voicing angry, controversial opinions about the state of video games".[11] In a notable incident at the [Game Developers Conference](/source/Game_Developers_Conference) in March 2012, a Japanese developer asked Fish for his opinion on modern Japanese games, to which Fish replied, "your games just suck".[12] Many condemned Fish's comment as racist; Alex Donaldson of *[VG247](/source/VG247)* wrote in 2023 that it "became the banner-bearer" for racist Western attitudes towards Japanese-developed games.[13] Conversely, *[Mega Man](/source/Mega_Man)* co-creator [Keiji Inafune](/source/Keiji_Inafune) defended Fish's remark as necessary criticism.[14] Fish initially defended the comments,[12] but later acknowledged that he had been rude[15] and apologized.[16]

## Polytron

See also: [Development of Fez](/source/Development_of_Fez)

Fish left Artificial Mind and Movement to set up Polytron Corporation, his indie startup company.

Fish began to work with Toronto-based indie developer [Shawn McGrath](/source/Dyad_(video_game)) on McGrath's idea for a puzzle game that showed 2D views of a 3D space. Fish provided the project's art[1] until the partnership crumbled due to creative differences: Fish wanted their product to be more of a [platform game](/source/Platform_game).[17] Fish continued to work on the game in his spare time,[1] and incorporated the idea of [voxels](/source/Voxel) (3D pixels), where a 2D pixel could be seen from four sides. The game would become *[Fez](/source/Fez_(video_game))* and the game's design, lore, and art derived from this [game mechanic](/source/Game_mechanic). Fish searched for a programmer on [DeviantArt](/source/DeviantArt) and Renaud Bédard, the first person to apply, became the game's programmer.[17] *Fez* was first announced in July 2007[18] and was nominated for two awards at the 2008 [Game Developers Conference](/source/Game_Developers_Conference) [Independent Games Festival](/source/Independent_Games_Festival).[19] Fish's employer, Artificial Mind and Movement, would not let him take leave from work to attend, so Fish quit. He marked this January 2008 moment as "when I became indie". The game received widespread attention upon its showing at the festival, leading Fish to open Polytron Corporation as a [startup company](/source/Startup_company) with a government loan.[1]

Polytron later ran out of money[20] and was on the verge of folding when the company's Québécois neighbor, developer-producer [Trapdoor](/source/Trapdoor_(company)), offered to help Polytron without transferring its intellectual property rights. According to Fish, the partnership saved *Fez*.[21] The game was delayed several times over the next few years[22] for which it received some notoriety.[23]

In late 2009, Polytron presented an [iPhone](/source/IPhone) game called *Power Pill* at Pecha Kucha Montreal. The game features a panacean pill that travels through human bodies as its [playable](/source/Player_character) protagonist, and it uses the iPhone's [multi-touch](/source/Multi-touch) screen. *[GameSetWatch](/source/GameSetWatch)*'s Eric Caoili compared it to *[Soul Bubbles](/source/Soul_Bubbles)* and *[Irritating Stick](/source/Irritating_Stick)*. The game was developed with [Alec Holowka](/source/Alec_Holowka) of Infinite Ammo, and a [level editor](/source/Level_editor) was expected to be included.[24] While working on *Fez*, Fish revived a game project called *[SuperHyperCube](/source/SuperHyperCube)*, which was based on [Wiimote](/source/Wiimote) [motion capture](/source/Motion_capture) input and [stereoscopic](/source/Stereoscopic) navigation. Fish felt the game would work better with the new [Kinect](/source/Kinect) motion tracking. The adapted game was a finalist at [Indiecade](/source/Indiecade) 2011.[21]

*Fez* development team at the 2012 GDC IGF (from left): composer Rich Vreeland, designer Phil Fish, sound designer Brandon McCartin, programmer Renaud Bédard

Fish and *Fez* were featured prominently in the 2012 documentary *[Indie Game: The Movie](/source/Indie_Game%3A_The_Movie)*, through which Fish received celebrity unusual for game developers.[25] The film chronicles the stories of several indie developers at various stages of their games' development cycles, and Fish is shown preparing for *Fez*'s booth at [PAX East](/source/PAX_East) in March 2011. The film presents Fish amidst a legal dispute with a former business partner that jeopardizes the game's release.[26] The ex-partner, Jason DeGroot (a musician who contributed to the game), is portrayed negatively and is not shown on-screen.[27][28] The film also tracks Fish's personal and emotional investment in the game. *[Eurogamer](/source/Eurogamer)* wrote that the scene where Fish resolves to kill himself if he does not release his game is "the film's most startling moment".[26] *[Rock, Paper, Shotgun](/source/Rock%2C_Paper%2C_Shotgun)* wrote that Fish is portrayed as melodramatic, existential, theatrical, and neurotic in contrast with the other developers shown in the film, which would exacerbate his outspoken public perception.[29] *[Game Informer](/source/Game_Informer)* called Fish the film's "most memorable developer".[30]

Near the end of development, Fish felt "burnt out" and that his personal health had suffered.[21] *Fez* was released on April 13, 2012, and sold 200,000 copies in its yearlong exclusivity to the Xbox Live Arcade platform.[31] Video game review aggregator [Metacritic](/source/Metacritic) described its reception as "generally favorable"[32] and that of the 2013 PC version as "universal acclaim".[33] While in development, *Fez* had won the 2012 GDC Independent Games Festival's Seamus McNally Grand Prize,[34] the 2011 Indiecade Best in Show and Best Story/World Design,[35] and the 2008 GDC Independent Games Festival's Excellence in Visual Art.[1] *Eurogamer* awarded *Fez* a perfect score[36] and named the "perfect, wordless [sci-fi](/source/Sci-fi) [parable](/source/Parable)" their 2012 [Game of the Year](/source/List_of_Game_of_the_Year_awards).[37] The game sold one million copies by the end of 2013[38] and Fish announced eventual [ports](/source/Porting_of_video_games) for most video game platforms.[39] *[The New York Times](/source/The_New_York_Times)*'s Chris Suellentrop likened Fish to "a [Quentin Tarantino](/source/Quentin_Tarantino) of [8-bit gaming](/source/8-bit_era)".[40]

### After *Fez*

*Fez 2* is cancelled. I am done. I take the money and I run. This is as much as I can stomach. This isn't the result of any one thing, but the end of a long, bloody campaign. You win.

— *Fez 2* cancellation post on Polytron's website[41]

A *Fez* sequel was announced as "one more thing" at end of the Horizon indie game press conference during the June 2013 [Electronic Entertainment Expo](/source/Electronic_Entertainment_Expo).[42] A Twitter argument between Fish and *[GameTrailers](/source/GameTrailers)* journalist Marcus Beer a month later culminated in the project's cancellation and Fish's announced exit from the industry. In an episode of his show *[Invisible Walls](/source/Invisible_Walls)*, Beer had criticized Fish's recent response to questions about Microsoft's [Xbox One](/source/Xbox_One) self-publishing policy change. On Twitter, Fish condemned the industry for its negativity before his final tweet announced the cancellation and his leave.[41] The news came as a surprise to the rest of Polytron,[43] which has not commented on upcoming projects other than ports since the sequel's cancellation.[44] [Polygon](/source/Polygon_(website)) listed Fish in their top 50 newsmakers of 2013 for the social power of his "caustic use of Twitter".[45]

In June 2014, Fish announced Polytron Partners—a new effort by Polytron to fund and support potential indie game efforts, like a [publisher](/source/Video_game_publisher). For their first game, Polytron would work with [Finji](/source/Finji) to provide the daily operations capacity for an "interactive musical landscape anthology" game named *[Panoramical](/source/Panoramical)*.[46] Fish was an early target of [Gamergate](/source/Gamergate_controversy#Other_targets_of_harassment);[47] his personal and company records were [hacked](/source/Hack_(computer_security)) and [released publicly](/source/Doxing) in August 2014. Fish responded by announcing that the company and *Fez* property were for sale.[48][49]

After twice announcing his leave from the video game industry, Fish remained connected with Kokoromi. Together they finished SuperHyperCube in late 2016 as one of the first [PlayStation VR](/source/PlayStation_VR) games.[50] He also designed the boot-up animations for the [Analogue Super Nt](/source/Analogue_Super_Nt) console in 2017.[51]

Fish spoke about the cancellation of *Fez 2* and his self-declared departure from the industry in a 2023 interview on the *My Perfect Console* podcast. He claimed that the cancellation had less to do with the argument with Beer and more with his own lack of interest in creating a sequel. He called the Twitter spat an "out" borne from his own frustrations at having suddenly become a public figure from *Indie Game: The Movie* as well as the obligations of trying to build on his success by creating a sequel he did not care to make. By Fish's recollection, *Fez 2* only had very basic concept art which made the cancellation decision easy. Fish claimed he was working on a new project, which he hinted may not be a video game.[52]

## Works

Year Title Company Role 2006 Open Season Ubisoft Level design 2007 The Golden Compass Artificial Mind and Movement Level design[8] Unreleased Power Pill - Design 2012 Fez Polytron Design 2016 SuperHyperCube Kokoromi Design

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1. **[^](#cite_ref-52)** Welsh, Oli. ["The real reason Phil Fish canceled Fez 2? 'I wasn't feeling it'"](https://www.polygon.com/23620125/fez-2-canceled-phil-fish-reasons). *Polygon*. Retrieved June 28, 2023.

## External links

- Media related to [Phil Fish](https://commons.wikimedia.org/wiki/Category:Phil_Fish) at Wikimedia Commons

- [Philippe Poisson's profile](https://www.mobygames.com/developer/sheet/view/developerId,238660/) at [MobyGames](/source/MobyGames)

v t e Indie Game: The Movie Braid Jonathan Blow Fez development Phil Fish Super Meat Boy Edmund McMillen Tommy Refenes

[Portals](https://en.wikipedia.org/wiki/Wikipedia:Contents/Portals):
- [Biography](https://en.wikipedia.org/wiki/Portal:Biography)
- [Canada](https://en.wikipedia.org/wiki/Portal:Canada)
- [Video games](https://en.wikipedia.org/wiki/Portal:Video_games)

Authority control databases: Artists MusicBrainz

---
Adapted from the Wikipedia article [Phil Fish](https://en.wikipedia.org/wiki/Phil_Fish) by Wikipedia contributors ([contributor history](https://en.wikipedia.org/wiki/Phil_Fish?action=history)). Available under [Creative Commons Attribution-ShareAlike 4.0 International](https://creativecommons.org/licenses/by-sa/4.0/). Changes may have been made.
