We craft experiences that honor the curiosity of our players and the heartbeats of our developers

Our CREW

Our crew is comprised of alumni from some of the industry’s most storied studios. We rally under a banner of building immersive, high-fidelity worlds that push the boundaries of narrative and fear.

Fitzgerald Lewis

Founder, Game Director

Fitzgerald Lewis is a games industry veteran with over 14 years of experience across the full development lifecycle. As the Founder and CEO of Condition Zero, Fitzgerald is leading the studio’s strategic vision and game direction for their debut game project. He draws on a career that spans across major AAA studios and innovative independent projects.

Throughout his career, Fitzgerald has contributed to some of the industry’s most recognizable titles, including a tenure at Electronic Arts and strategic roles at Bethesda Softworks, especially during the console launch of the Elder Scrolls Online. Most recently, he has served as the Strategic Operations Manager for Near Studios, providing consulting on operational efficiency and studio scaling

Fitzgerald is a George Mason Computer Game Design alumnus, combining a deep technical foundation along with a passion for “Maker” Culture. His interests in these areas range from 3D modeling, 3D-printing, graphic design, metalworking, woodworking, and fabrication. At Condition Zero, he is currently directing the studio’s debut game title, “Project Enigma,” where he is merging his love for science fiction with a drive to explore complex themes of human consciousness and emotion through interactive media. 

Judith Sobien

Co-Founder, Chief Creative Officer

Judith Sobien is a games industry veteran with over eight years of experience across AAA, AA, and indie development. As the Co-Founder and Chief Creative Officer of Condition Zero, she leads and oversees the creative execution across all disciplines. In her role as CCO, Judith defines and maintains the studio’s creative vision by establishing guiding design pillars, aligning teams around clear creative objectives, and ensuring cohesion across art, design, narrative, and player experience from ideation through production.

Throughout her career, Judith has contributed to a diverse range of released titles spanning multiple genres and team sizes. Her experience includes work on Fallout 76 (Bethesda), Alien: Rogue Incursion (TLM Partners & Survios), Dishonored 2, “DEATHLOOP”, Quake Champions, and Gorilla Tag (ForwardXP & Another Axiom). She has supported teams in game design systems, live operations, animation, 3D art, and production, facilitating strong cross-functional collaboration and process-driven execution to help teams deliver successful projects.

Judith is a Computer Game Design alumna of George Mason University and has long dreamed of establishing a studio rooted in creative excellence and people-first formula. With Condition Zero, she aims to create opportunities for both emerging talent and seasoned industry veterans to collaborate and grow together, creating meaningful gaming experiences.

Jackson FisheR

Associate Chief of Staff, Narrative Director

Jackson Fisher brings over four years of professional experience in AAA game development, with a background in Quality Assurance, feature coordination, and narrative-focused design. He began his career at Bethesda Softworks, progressing from Contract QA to Senior QA Tester and Feature Coordinator, where he led QA efforts on Starfield. Backed by a Bachelor’s degree in Psychology, Jackson approaches game development with an emphasis on player behavior, emotional engagement, and the structure of the hero’s journey.

A writer since childhood, Jackson draws heavily from his experience as both a player and a Dungeon Master for tabletop roleplaying games, using collaborative storytelling as a foundation for his narrative sensibilities. He has published narrative-driven mods for both Starfield and Skyrim. This work sharpened both his creative instincts and analytical skills, reinforcing his ability to bridge story and systems design.

At the studio, Jackson represents the company’s story direction while also helping ensure that day-to-day studio logistics remain healthy and sustainable. He is dedicated to fostering a positive, collaborative work environment and is known as a people-oriented problem solver with strong communication skills.

Erica Fisher

Marketing Director

Erica Fisher is an experienced marketer and graphic designer with over five years of experience in association marketing, event branding, campaign management, and graphic design. With a degree in Advertising and Mass Communication, Erica has a strong foundation in visual storytelling and a love for creating fun, memorable designs that connect with audiences. Her professional background includes branding, logo and graphic design, website development, social media, and event marketing.

Erica is no stranger to the games industry, a long time gamer herself, she has assisted with writing and producing multiple game mods, and brings both creative and practical insights to the crew.

Mitchell F. Wolfe

Principal Game Designer

Mitchell F. Wolfe is an accomplished game developer who specializes in level, encounter, gameplay, and narrative design. He's worked both on AAA projects, like on Star Wars Jedi: Survivor at Respawn Entertainment where he worked for over three years as an Encounter Designer, and indie projects alike. He also has a master's degree in Games & Playable Media from UC Santa Cruz.

In addition to his game development work, Mitchell also has written video game criticism for Super Jump Magazine, produced multiple games-centered podcasts, designed custom Dungeons & Dragons TTRPG content, performed stand-up comedy to impressively small crowds, gotten stuck in quicksand in Baja California, and, one time, spent thirty continuous hours marathoning all the mainline Super Mario games for charity.

At Condition Zero, Mitchell is serving as a generalist game designer, using what he's learned during his game development career to help raise our studio's in-development debut title to even higher heights.