- Redmond, Washington (Greater Seattle Area)
Richard Lico's Overview
- Animation Instructor at iAnimate.net
- Senior Art Lead: Animation at Bungie
Richard Lico's Summary
I've been animating professionally since 2000, with 11 published titles. My primary experience/focus is on game-play animation and combat design. I currently lead a team of animators, and help set the aesthetic tone of animation at Bungie Studios through very hands-on methods. I oversee our animation technology advancements, and prototype new ideas with our animation engineers. I work directly with our sandbox designers to help create, and implement our combat system. And I'm currently teaching animation and gameplay design online with iAnimate.net.
My goal is to one day create my own fighting game.
I have a solid feel for designing, fine-tuning and balancing game play. I excell at animating characters with realistic, fluid movement.
Richard Lico's Experience
Public Company; 11-50 employees; Animation industry
February 2012 – Present (2 years 8 months) interwebs
I get to mold the next generation of gaming industry animators... I promise to behave...
Senior Art Lead: Animation
Privately Held; 201-500 employees; Entertainment industry
March 2008 – Present (6 years 7 months)
Destiny: Senior Art Lead
Halo: Reach - Senior Art Lead
Halo 3: ODST - Senior Art Lead
Since joining Bungie in 2008, I've redefined the animation pipeline, helped restructure the animation team, and improved the animation quality of our games (example, Halo Reach). To improve our animation quality, I oversaw the purchase of our mocap facility and trained the animation team on how to best use mocap. I introduced new animation techniques to the team, while challenging, mentoring, and inspiring creatively. I worked with design on a more immerseive player experience. And I helped refocus our animation engineering efforts to create better animation systems, pipeline, and process.
I currently work directly with sandbox design on our combat system, doing much of the player content myself, while mentoring the team on other areas of the game. I find working directly on the animation & combat mechanics to be the most rewarding aspect of my job.
I oversee our animation technology advancements, making informed decisions on where to apply our resources, generating new ideas to stay ahead of the curve, triaging bugs, and working with the animation engineers on feasibility and systems design. I've designed a few of our most recent technological animation advancements through documentation and pre-visualization.
I work directly with our rigging team to optimize the animator's workflows, improve the usability of our tools, and help align our DCC interaction with our game-side tool suite. I often prototype new workflow procedures by recording my own workflow, or writing simple proof-of-concept scripts.
Richard Lico's Skills & Expertise
- Computer Animation
- Video Games
- Character Animation
- Game Development
- Team Leadership
- Motion Capture
- gameplay & combat design
- Autodesk MotionBuilder
- Character Rigging