Portfolio Pieces
Creating character
Rigging
Locomotion
Unreal implementation
Animations
In house engine
Rigging
Fps animations
Unreal implementation
Ganriker
Transition animation for the next clip in the showreel. Showcasing animation two characters of mine; Ganriker and Joptar
Making the Character
I created a character from scratch, sculpting, repotologize, baking normals and texturing then big thanks to Jesper Walden who let me use his basic humanoid script, and him skinweighting the face and overall guidence with rigging.
Special thanks to
Jesper Walden
Technical Animator
Animations
I acted out my movement and made and used it as reference. Animations made in maya then implemented in Unreal project,
Unreal Implementations
Ganriker in unreal, and implemented and functional collisions to beat poor Joptar.I got alot of help making my nodes work from Fredrik Johansson and Viggo Widell helped me making Joptar react to Ganriker
Joptar react to the player
Special thanks to
Fredrik Johansson
3D Animator
Special thanks to
Viggo Widell
Level Designer
References
References for movement and attack
Cheeta animation from a TGA assignment, Polished it up and made Joptar fly through the scene
One of many references I had for the project
Fps: Pilot
Collaboration with: William Mårtensson
Character Artist
This project i collabed with William C. Mårtensson, rigging up the character he created for him to present the character on his artstation.While I animate Fps animations and implement the animations in to unreal
Pilot render by William below
Special thanks to
Fredrik Johansson
3D Animator
Backstory
My parents adopted two beautiful girls from China, and a few years later, I was born—red and screaming. Growing up surrounded by animals on the countryside, made me enjoy animals and thier quirky behaviors, though do not like rabbits.From a young age, I loved creating games with my friends and sisters, making card games with characters inspired by movies and video games. As I got older, I discovered Pen and Paper role-playing games and immediately fell in love with creating characters and universes—something I still enjoy today.Drawing has always been a meditative outlet for me. As a young adult working as a leisure leader in my village, I taught kids how to draw, and I was amazed at how quickly they improved.A dear friend, impressed by my artwork, introduced me to tattooing, and once that idea took hold, I never looked back.
I interned at a tattoo studio, working with customers and doing tattoos. However, when I discovered the studio’s illegal activities, I walked away.After some time doing random jobs, I returned to my creative roots. I studied 2D animation at Animations Akademien in Stockholm and later honed my skills at The Game Assembly, combining my love for art and games.I'm also passionate about history. After many attempts, I crafted my own longbow, complete with forged arrowheads and goose-feathered arrows. Last summer, I also made a stonesling.A lifelong gamer, I now mostly enjoy co-op and PvP games with childhood friends.
Trailer by: Filip Tripkovic
Key frame Animations implemented into in house engine
Thanks to the What the Duck team, making this game possible
Player model by
Emil Hagström
Seagul model by
Stephanie Madsen
Spite: Flesh & Flames
Player character and Caster enemy highlights
Player character and Caster enemy highlights
Trailer by Filip Tripkovic
Player character and Patrolling enemy highlights
Cards I made as a kid
Crafting hobbies in action: useble for references
Drawings I made on my freetime