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Halo Reach Animation Reel - Richard Lico

foofinufoofinu Registered User
edited May 2011 in Artist's Corner

It's been years, but I finally have a new animation reel up! Choose your viewing preference:

quicktime from my site

Most of the work is from Halo Reach. I was the animation lead on the project, so I didn't get to create nearly as much of the work personally as I have for previous projects, so the reel is shorter than my previous efforts. (all the animation on my reel is mine) I'm excited to show this work off, and I'm very excited about the dramatic improvement the team was able to accomplish. We blew the doors off previous Halo installments, not just on an aesthetic level, but a technical as well. I'm very proud of my team!

And for all of you going to PAX Prime this year, I hope to see you there!!

Animation Breakdown:

Mouse Tale - Animation
Halo Reach - All content shown was animated by me. One clip, the turn 180, was based on mocap. The rest of the animation is all pure keyframe.
Blue Man Fu - Animated by me as a study of complex human locomotion. All keyframe. Reference in the top left.
Carter doing his best "Jack from Lost" - Animation by me as a personality prototype for Carter, Noble team's leader.

Bringer of Motion
foofinu on


  • GurtPerkGurtPerk Registered User regular
    edited April 2011
    Wonderful reel, dude. The animations are really fluid and have a lot of character. I will say - it's really nice to see some very dynamic animations rather than full of cycles, especially for a game animator.

    Would totally offer more critique on the animations, but I'm more of a character modeler/texture kind of guy now. Best of luck on all your future projects, you're extremely talented.

    GurtPerk on
  • KochikensKochikens Registered User regular
    edited April 2011
    oh man
    those monsters are amazin'. The facial doesn't seem to be your forte, but super fluid and great character in the full action, amazing body acting. The sloth creature rocks ass.

    there are a lot of cool muscle jiggles in some of these rigs. Did you animate them or are they dynamic?

    Kochikens on
  • IrukaIruka Registered User, Moderator mod
    edited April 2011
    Nice to see some super fluid keyframed animation, man. Your jumping and landing is very naturalistic, the way they shift their weight when they land is great. I haven't played halo reach but this makes me want to jump in.

    Iruka on
  • RankenphileRankenphile Passersby were amazed by the unusually large amounts of blood.Registered User, Moderator mod
    edited May 2011
    Holy moley, that's some nice stuff. Really curious about your process, I'd love to see/hear about how you work.

    Rankenphile on
  • WillethWilleth Registered User regular
    edited May 2011
    I'll be referring the Halo thread to here, just so you know. As a fan, this is fascinating. The animation in Reach fit so well I forgot it was engineered most of the time, but seeing it all clustered together like this it's really interesting how you manage agile characters as well as much more weighty characters.

    What was it like working with such a clear history of how these guys move? Also, fuck you for the Jackal/Skirmisher roll, those bastards weave all over the place.

    Willeth on
    @vgreminders - Don't miss out on timed events in gaming!
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  • DarkPrimusDarkPrimus Registered User regular
    edited May 2011
    So you animated some of my favorite and most-seen animations in Reach. Thank you, sir.

    DarkPrimus on
    Gamertag: PrimusD | Rock Band DLC | GW:OttW - arrcd | WLD - Thortar
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