Opens profile photo
Follow
Click to Follow Foofinu
Richard Lico
@Foofinu
Animator #mossbook2 #mossvr - Anim Director: - Owner: Animation Sherpa - business inquiries: richardlico@animationsherpa.com
Redmond, WAanimationsherpa.thinkific.comJoined August 2008

Richard Lico’s Tweets

Perspectives also tend to come from bias confirmation. A friend may find a positive interpretation. But if someone isn't friendly, they may assume a negative interpretation. I'm left wondering how we use this to change the way characters react to players in gameplay over time?
1
7
Show this thread
One may believe I'm suggesting that they don't' know something. We have no control over others perspectives. And words have so much ambiguity built into them, especially in writing. It's (likely) impossible to manage perceptions with language alone.
2
7
Show this thread
If I were to say to 4 different people "A is A", each person will have a different perception of what I said: One may wonder why I used letters instead of numbers. One may see that as a measure of equivalence. One may assume "he's an Ayn Rand fan".
4
13
Show this thread
6/5 - (Screw it, I can't count). The key here is the initial vision/pitch. Having something we can see that looks like a gameplay target, even if it's just a small part... It really helps align an effort and gauge excitement. Polished content is $$$, but meandering is $$$$$$$.
74
Show this thread
5/5 In this case, a physics based rope would have been important for immersion in VR. But also expensive, and a potential bug farm. Quill would also need to react dynamically, which wouldn't be hard, but time consuming. So, we went with climbing vines on walls instead.
1
46
Show this thread
4/5 While design/engineering set initial systems to function, I spend time preparing some basic content. Sometimes I'll just do a pose with the character moving like a bouncing ball. Other times I'll do core posing.
1
47
Show this thread
3/5 It helps us break down the system into parts, which in turn helps us create cost estimates and project possible risks (Bugs or player control issues). If it's exciting to us, we'll try out some tests in a prototype level.
1
48
Show this thread
2/5 I like to start by inspiring the group. What could it look or function like? To get everyone to imagine our players doing this thing we're seeing. This does require polished content that'll be thrown out, but it's worth the spend.
1
61
Show this thread
1/5 Game development includes much more than you see in the final game. For example: We tried different ways to add vertical gameplay to Moss 2. Tried doing a rope climb, but ended up with a wall climb instead. Here's what a system prototype looks like for us:
Embedded video
0:19
31K views
15
1,989
Show this thread
Holy Moly, y'all! #Moss2 🐭is nominated for Best Character Animation in a Video Game 's #50thAnnieAwards! Congrats to all the nominees! And a heartfelt thank you to the team 🤟
Quote Tweet
The Annie Award Nominations have been announced! Check out the Nominees at annieawards.org and on the official ASIFA-Hollywood Social Media Accounts. What are your winning predictions for the 50th Annie Awards? #50thannieawards #asifahollywood
Image
23
172
2022 was a fantastic year for the fam and I. So much we’re thankful for. Like this community and the wonderful art you enrich the world with. 2022 was also a sparse animation year for me. A stark contrast from the last 23 intense years. 2023, maybe it’s time to animate again?
New Year Christmas Movies GIF by filmeditor
GIF
1
26
Happy Holidays, y’all. I’m thankful for this incredible community and all the super talented artists/animators who inspire me daily. Hope you’re safe, happy and warm.🎄 p.s. Yeah, this clip is from a few years back but… I still like it.
Embedded video
0:10
4.2K views
2
237
When the additive sample didn't play well with the underlying base clip, we either clamped the maximum alpha, or created a new blendspace sample set for that specific situation to mitigate the issue. And for the PS4 version (only), you can blow on her!
2
34
Show this thread
Quill responds to wind using a 360 degree blendspace fed by 8 unique additive samples. Wind intensity drives the amount of influence. This allows her to respond realistically to wind from any direction. We can apply this over most base clips. This is the left sample.
Embedded video
0:06
14K views
13
915
Show this thread
gamerant.com/playstation-vr Moss games are headed to PSVR2. Beyond the visual improvements, there may be a new animation somethin' to be found. And yes, this is a total tease. 😇 Thanks for putting up with my excitement and inability to describe why. See you on #PSVR2!
5
45
This little fella was animated using my space switching tricks. The ball was in aim space, with the pivot on the ground. I used spring physics on the target, driven by the actions of the bug. He was so easy to animate! Happy Holidays y'all! 🦃
5
78
Show this thread
I'm immensely thankful to #polyarc and crew for this incredible opportunity. Also to my family, who endured my overtime hours working two jobs. I'm so lucky to have such wonderful people in my life. Credits can be found in the video description.
1
14
Show this thread
The sound of my old electric toothbrush is identical to the first note of Guns N’ Roses - Sweet Child of Mine. Haven’t brushed my teeth without Axl in my head for over a decade now.
Guns N Roses Axl Rose GIF
GIF
3
17
We also added an exit-early notification window. This allowed the player to continue to jump without gameplay feeling sticky, while maintaining her physical weight. I had to author each sample with this constraint in mind. Here's what it looked like looping on the notify start.
Embedded video
0:02
2.9K views
7
372
Show this thread
For Moss 2, we gave Quill the ability to climb and jump along walls. We used a blendspace of 8 directional jump samples. They travel the same radial distance at the same speed so blending looked solid. Here's the visualization clip I used to communicate the idea to the team.
Embedded video
0:01
59.7K views
17
3,282
Show this thread
Some prototypes work out, some do not. This little fella didn't make the Moss 1 roster. He didn't fit into the design of the game well enough. But he was a fun brainstorming exercise. Here's a few rough clips created to test ideas on how he'd move, attack, block and expire.
Embedded video
0:12
31.6K views
35
2,381