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Richard Larson Portfolio

What got me into this work was storytelling, but the craft is what keeps me coming back.

I am a generalist by nature and a pragmatist by habit. Over twenty years of game development have taken me across characters, environments, vehicles, materials, shaders, particles, lighting, and pipelines. The work asked for range and I built it. Being flexible is something I lean on every day.

Most of what drives me is the space between the creative vision and the practical reality of getting there. Those are the problems I find most interesting. How do you build a process that produces consistent, predictable results without squeezing the creativity out of the people doing the work? How do you give feedback that actually moves things forward in fewer iterations rather than more? How do you build a pipeline that serves the artist instead of constraining them?

I think a lot about systems, but not for their own sake. A well-built system is what gives people the freedom to do their best work. The brief that limits ambiguity, while inspiring creativity. The feedback that is specific enough to act on without being prescriptive enough to kill the artist's investment in the work. Getting that balance right is what motivates me.

At the end of the day, the story and the experience are what we are here for. Games are a remarkable form for delivering that. The worlds that stay with me are the ones where the art is doing real work. Where the environment tells a story, where a prop implies a history, where the visual language reflects something true about the world it belongs to. That is the standard I hold my own work to, whatever form it takes.

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