QORPO Insights: Meet our Senior Animator, Fyco Foo
QORPO Insights: Meet our Senior Animator, Fyco Foo

QORPO Insights: Meet our Senior Animator, Fyco Foo

Blog By Pavel Soral

Jun 08, 2023, 5 min

With his abundant experience in animation and 3D graphics, Fyco is invigorating our games with lifelike animations and responsive gameplay. Fyco has always been deeply fascinated by designs, animation, and, most of all, games. No wonder he pursued art studies right after his high school graduation.

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Ever since then, Fyco has been working hard on cementing his steady position in the world of animation, gaining experience at prominent art studios. What projects have worked on, which artistic approaches he mastered throughout his career, and how did he end up working on Citizen Conflict at QORPO Game Studio? Let’s find out in the interview.

Hi! Could you please introduce yourself to our readers?

HI! My name is Fyco, and I am a 3D animator specializing in cinematic cutscene and gameplay animation. I began my professional journey at Passion Republic, an art outsourcing studio known for providing high-quality work to renowned game development studios such as The Coalition Studio, Platinum Games, and Naughty Dog.

Following my time at Passion Republic, I had the exciting opportunity to join Metronomik, a game development company founded by Wan Hazmer, an ex-Square Enix lead game designer. At Metronomik, I had the privilege of being involved in the creation of their original game IP right from its early stages until its successful launch.

Congrats! It looks like your career had a strong launch right from the start. Tell me, what did your beginnings look like?

Having been deeply influenced by games, anime, and cartoons throughout my childhood, I pursued my passion for art after graduating from high school. I enrolled in an art college to expand my knowledge and skills in the field.

So you started your professional path right in college. What are some of the most notable projects you worked on?

Working at an art outsourcing studio offered me the unique opportunity to immerse myself in various projects. I had the privilege of contributing to renowned titles such as Gear of War 4, Shadow of the Beast, Astral Chain, and Scalebound. Each project had its distinct style and animation direction, presenting new challenges and requiring specific skill sets.

For instance, on Gear of War 4, we focused on achieving realism through motion capture and detailed facial animation. The goal was to make the characters and their expressions as lifelike as possible. In contrast, when working on gameplay animation, we had to strike a balance between maintaining realism and ensuring responsive and engaging gameplay.

This sounds interesting. Could you tell me more about the different approaches toward the game animation you tried?

Japanese games often have their own unique approach to animation. While some may still utilize motion capture, many games emphasize exaggeration to achieve an "anime" aesthetic or meet specific project requirements. Gameplay animations in Japanese games are often designed to provide a heightened sense of responsiveness that players can feel through their controllers. However, it's worth noting that not all non-Japanese games shy away from exaggeration; the animation style and direction depend on the specific game's artistic vision and requirements.

I had the privilege of working on both game cinematics and gameplay animations, each demanding a different mindset and approach to achieve the desired results.

What are some of the challenges you had to overcome in your career?

I had to be very flexible - and not only in animation and graphics. Later, I joined Metronomik and became involved in the development of No Straight Roads. This experience exposed me to the foundational aspects of game creation, such as understanding the target audience, creating demos, pitching to publishers, defining the game's selling points and niche, and considering marketing strategies.

I gained insights into the delicate balance between meeting product expectations and the team's capabilities. While my focus remained on animation, I also delved into technical aspects such as game engine implementation and collaborating with programmers and designers.

Undoubtedly, one of the most significant challenges in this field lies in mastering fundamental skills and knowledge. I had to acquire a big picture and multi-faceted skillset. Skipping or underestimating these foundational elements can hinder achieving the desired results.

Building a strong foundation is essential in any profession, and in animation, it serves as the backbone for all other aspects of the craft. By constantly refining and expanding upon these fundamental skills, one can excel in their profession and tackle the complexities that arise during production.

I’m delighted to see that you have such broad expertise. Tell me, how did QORPO Game Studio manage to win your favor?

After coming across a job posting at QORPO I was happy to learn that the company is involved in crypto, Web3, NFTs, and utilized blockchain technologies. I realized the potential impact of these emerging trends on various industries, particularly the gaming world.

Intrigued by the prospect of exploring the possibilities presented by these future technologies, I felt a strong desire to become part of the team at a startup company. Motivated by this passion, I submitted my application and connected with QORPO, eager to delve deeper into this exciting field.

Tell me more about the projects you are involved in at QORPO. How exactly?

At QORPO, I have been primarily involved in the development of CitizenConflict Joining the project from its early stages, I had the opportunity to contribute to the game's creation right from scratch.

My main responsibilities revolved around producing in-game 3rd person animations, focusing on locomotion sets, and constantly iterating on the animations as the game evolved. It has been an exciting journey to witness the game's progress and be part of shaping its gameplay experience.

Good to see that you like it so far. What are your goals to achieve here?

Our ultimate goal at QORPO is to successfully ship out Citizen Conflict and create an exceptional gaming experience that players will truly appreciate. We are dedicated to delivering a game that captivates and engages players, leaving a lasting impression.

The joy and satisfaction of players as they engage with our game is my greatest reward, and we are committed to making Citizen Conflict a memorable and enjoyable experience for all who play it.

How do you like the experience so far?

Pretty awesome so far, teams and games' progress are getting better each day, can't wait to complete the game!

Lastly, What do you do in your free time?

I’m mostly digital - browsing the internet, reading articles, and watching videos.

Thanks for your time and insightful answers!

Thank you too.


Live the experience and try out all the enticing animation right in the game. Get your QORPO ID and never miss and future release of Citizen Conflict or any other game we will launch in the future!

Credits

Blog By Pavel Soral

Jun 08, 2023, 5 min

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