Planet Calypso

Position: Senior animator at SEE Digital Studios.

As this game is an ongoing development my task was to animate various creatures and then implement them in the game world. The rig was based on the biped of 3ds max and all creatures had to include the same predefined moves in order to function in the game.

The game utilizes a modified Cryengine 2 in order to render the vast environments.

Besides animating creatures and static objects I also handled allot of particle related effects in order to bring a more immersive experience to the game world. Everything from weapon projectiles to distant ships flying in the atmosphere.

The final product was developed for PC. More information about the game can be found at this external site http://www.planetcalypso.com/

Computer Game Development

Position: Junior lecturer at University of Skövde.

Every year the University collects the most extraordinary games and visuals created by its students. This year we wanted to present the video with an intro showing the evolution of computer graphics from the black and white era to today’s realism. Allot of effort went into researching voxel rendering to make all the characters look pixelized. In the end we used a series of post production filters to achieve the different “decades” of computer graphics.

The characters represent the different disciplines within the computer graphics program taught at University of Skövde, Graphics, Game Design, Programming and Sound Design. Motion captures drives the characters individual performance combining walk cycles and acting.

View the entire showreel via this external link DSP Showreel 2011

Bionic Commando Rearmed 2

Position: Senior Animator at GRIN.

We started production by creating animatics in order to test out different bionic abilities. We used some basic props from the game and a generic character.

This particular animatic elaborated with different abilities shown as two distinctive color schemes.

At the time we were four animators on this project and we used that to our advantage and produced allot of mockups showing different types of walks, runs and combat moves. Our creative producer could then pick his favorite version or even mix up a new iteration from the individual animations. This helped us all to share the same vision on how that characters would move and act in the game.

The final product was developed by Fatshark for release on Xbox360 and PS3. More information about the game can be found at this external site http://www.bioniccommando.com/rearmed2/