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Richard Larson Portfolio

I am a game artist with twenty years as an art generalist, lead, and lots of experience supporting and directing local and overseas talent.  I have worn many hats, worked on may varied projects.

 

My latest position was as a senior game artist and founding architect of the global outsourcing department for Cryptic Studios, I supported character, environments, concept, 3D, and UI with visual targets, and spec critique. I manage artists and delivered asset for Never Winter Online, Star Trek Online, Champions Online, Magic the Gathering Legends, and some unannounced productions. 

 

Previous to that, I spent eight years as a vehicle/outsource artist for the Forza franchise for Turn 10 studio. In that work, I maintained a high level of polish and realism across a large library of content including hundreds of vehicles, material library, and crafted the assets to allow drop-in functionality, while allowing controls for the artist to customize toward the distinct look to match their reference. This work maximized reusability for a more efficient game resource footprint while maintaining stringent spec and visual quality. I worked closely with internal, and overseeing outsourced artists. I also partnered closely with programmers and tech artists to prototype game features and art tools for the franchise. I also had the opportunity to use my skills in rigging, character art, and animation, as the game advanced to include characters in the cars.

 

I also have three years of experience at Lustre Communications, a broadcast graphics studio, as their first full time employee and then lead 3D artist overseeing a team of four. My role included defining 3D production pipelines, contributing visual assets, and taking responsibility for overall polish, under extremely tight deadlines.  These projects included broadcast graphics for clients such as Autodesk, Microsoft, Discovery Channel, T-Mobile, Alaska Airlines, and Ford.

 

Throughout my career I have always made it a point to get the best results as quickly as possible, optimizing the workflow for quick iteration and reusable assets. I pride myself on being a flexible and diverse artist that can smoothly integrate into any pipeline and frequently perform well beyond expectations. 

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