Co-director and Animator of 2022’s VR game of the year, Moss: Book 2 (Game Awards & VR Awards).
Animating professionally since Jan 2000 with 15 shipped game titles. From Halo: Reach, to Destiny 2, to the Moss games. Project and Discipline directing since 2016 on the Moss IP. Richard has an uncanny view of the project level creative opportunity, well versed in gameplay design, narrative, cinematic, and player fantasy direction. His core strength lies in his ability to mix emotionally resonant characters with fluid gameplay for an immersive player experience.
Richard helped create two of gaming's most influential IP's, Moss and Destiny. As the original animator for both franchises, it was Richard who defined the animation style, animation tone, animation tech and characters. He has a proven track record for creating new worlds and filling them with fluid, appealing, interactive life.
Richard's signature animation style is well known. His unique animation workflow concepts and approach to character direction have been subjects of his highly rated lectures at venues such as the Game Developers Conference, Siggraph, Montreal International Game Summit, and more. This workflow is also the subject of his online school, Animation Sherpa.
Richard is an experienced leader with a proven track record of mentoring others. Many of his former students and co-workers have become key talent and leadership within the gaming industry.
Work History
Animation Director
Polyarc
June 2016 - Present
Greater Seattle Area
Head Sherpa
Animation Sherpa
January 2020 - Present
Owner and Operator of Animation Sherpa, and online animation school.
Animation Instructor
iAnimate
February 2012 - December 2016
interwebs
I get to mold the next generation of gaming industry animators... I promise to behave...
Senior Art Lead: Animation
Bungie
March 2008 - June 2016
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
Principal Animator
Bungie
November 2014 - June 2016
Bellevue, WA
Principal Animator & Lead: Destiny 2
Principal animator is a lead level, autonomous role which allowed me to focus more on the creation of our game, less on team structure and people management. I contributed directly to the animation content for our game while assisting the animation lead with critiques, candidate evaluation, and overall animation team quality. My job was to identify areas that need improvement, often tackling the most challenging opportunities while defining our visual quality bar. I worked directly with multiple department leads on animation technology advancements, sandbox/combatant design, rigging advancements, and 3d character/vehicle construction. I was responsible for mentoring the animation team, helping to evolve the speed and skill of our crew. I played a large role in establishing & defining new business ventures such as Destiny's wildly successful micro transactions. Lastly, I directed Destiny's player animation performance covering gameplay, 3rd and 1st person, story, and emote efforts.
Animator
Shilo
March 2007 - March 2008
Freelance animator on various projects such as Scion's "Little Deviants" film/tv spot.
Lead Animator
Monolith Productions
October 2004 - March 2008
Lead Animator on Condemned 2: Blood Shot
Senior Animator on Condemned: Criminal Origins
animator
Raven Software
2002 - 2004
Cinematic and Gameplay Animator on XMen: Legends
Senior Animator on Jedi Academy