Josh Harrison

Award-winning Camera Specialist with nearly 20 years of experience designing and implementing gameplay camera systems and cinematic camera animation for video game franchises such as Star Wars, God of War, Tomb Raider, and Ghost of Tsushima. Integral designer for 5 game titles that went on to sell 70 million copies with an average Metacritic of 88. Proven record in all facets of camera design, from ideation to final polish. Excels in creating dynamic and interactive cameras for traversal, combat, dialogue, vehicles, and cinematic transitions. Trained eye for cinematography and extensive history making camera animations for in-engine cutscenes and full-mocap cinematics. Highly skilled technical designer, with strong capabilities in Unreal 5 and Maya. Experienced team leader, ready to guide and direct contributors towards project goals. Mentor to designers and interns, demonstrating excellence through action, documentation, and communication.

Demo Reels

Lightspeed L.A. / Tencent

Senior Camera Designer                                            Dec 2025 – Current

- Last Sentinel

-       Designed and implemented gameplay camera systems

-       Created animated cameras for combat finishers

-       Collaborated with Environment team to optimize camera collision

-       Designed interactive cameras for dialogue and scenic moments

-       Set up Blueprints and processes for interfacing with the camera behavior

-       Worked with Engineering team to develop and improve camera toolsets

 

Respawn Entertainment / Electronic Arts

Senior Camera Designer                                            Feb 2022 – Nov 2025

- Star Wars: Jedi Survivor (Playstation, Xbox, PC)

- Untitled Star Wars: Jedi Sequel

-       Designed and implemented traversal and combat camera systems

-       Prototyped and built animated camera setups using UE Sequencer and Blueprint

-       Worked with Cinematics team to create standards for blending in/out of gameplay

-       Collaborated with Engineering team to develop and improve camera toolsets

-       Led the efforts to design and implement camera-related accessibility features

 

Sucker Punch Productions / Playstation Studios

Senior Camera Designer                                            Aug 2018 – Oct 2021

- Ghost of Tsushima (Playstation)

- Ghost of Tsushima: Director’s Cut (Playstation)

-       Blocked, implemented, and polished camera animations for cinematics

-       Designed and implemented gameplay, narrative, and exotic camera systems

-       Key designer of Haiku, Fox Shrine, and Climb Shrine challenge content

-       Responsible for smooth transitions across scene types

-       Collaborated with engineering team to develop and improve camera tools

-       Winner of NAVGTR’s Outstanding Camera Direction in a Game Engine award

 

Wargaming Seattle

Senior Vehicle Designer                                               Dec 2016 – Aug 2018

- Unannounced Vehicle-Based Multiplayer Shooter (PC)

-       Designed and implemented a vehicle physics simulation

-       Partnered with engineering and tools teams to build gameplay features

-       Built gameplay and spectator camera systems from scratch

-       Collaborated with military researchers to identify vehicle specifications

-       Coordinated with gameplay directors and designers to achieve project goals

-       Fostered growth in junior team members through mentorship

 

Crystal Dynamics / Square Enix

Senior Camera Designer / Designer III                      May 2010 – Apr 2016

- Tomb Raider (Xbox, Playstation, PC)

- Rise of the Tomb Raider (Xbox, Playstation, PC)

-       Designed and implemented 3rd-person, cinematic, and combat camera systems

-       Responsible for several memorable gameplay experiences (death scenes, etc)

-       Designed the character customization menu scenes

-       Responsible for the overall ‘flow’ of the camera, weaving in and out of gameplay and animated sequences

-       Partnered with game directors and team leaders to achieve project goals

-       Key member of design team responsible for exotic set piece scenes

-       Worked closely with animators to pose and position Lara for optimal cinematography

-       Maintained a high technical standard in all aspects of design

-       Collaborated with engineering teams across the globe to build cutting-edge tools

-       Led strike teams against important project goals

-       Mentored designers, promoting best methods and practices

 

Sony Santa Monica Studio                         

Camera Designer                                              May 2008 – February 2010

- God of War III (Playstation)

-       Designed and implemented isometric camera systems for gameplay and combat

-       Worked closely with engineering to create and refine camera toolsets

-       Built camera animations that feature environmental storytelling

-      Prepared virtual microphone positioning for 3D audio

-      Member of “skunkworks” concept team, prototyping concepts for future projects

 

Sony Computer Entertainment America  

Production Associate                              November 2007 – February 2008

- God of War: Chains of Olympus (Sony PSP)

-       Key connection between Ready At Dawn and SCEA leadership

-       Coordinated with QA groups worldwide

-      Managed global task and bug databases

 

Naughty Dog     

Quality Assurance Analyst                                        May 2007 – October 2007

Uncharted: Drake's Fortune (Playstation)

-       Rigorous testing of the entire game, from Alpha to release

-       Worked directly with developers to create test strategies

-       Managed multiple bug databases

-       Helped developers to identify and achieve Sony technical requirements