3D - Animator

Email: [email protected]

PROJECTS

Here's a gallery of the different projects I've worked on during my time at TGA.


Portfolio Projects


Game Projects

Keyframe Unreal Engine Project - Conejo

My first project of the portfolio course. It started out with me wanting to create an attack combo, which ended up being the spin attack you can see in the demoreel, but branched out further and created an entire moveset for that same character. Also found great interest in Unreal Engine during my time at The Game Assembly, so wanted to include that.Rig - Conejo - Kiel figgins
Environment - Ithris Cemetary - Rasmus Bagner

Information

Rootmotion

One functionality I always like to add on the rigs I'm working on if I'm planning on implementing them into the engine is rootmotion. Therefore I created a controller that controls the root-joint, which only controls the x & z value, and can be turned on and off for different animations. This was used on both of the attack-animations

Smear

Since the sword attacks are pretty fast, it was kind of difficult to capture the path of the sword. This lead to me adding smear functionality, which was set up by placing a joint & controller at the tip of the sword, and weightpainting the top part of the sword gradually less towards the base.

Animations

Was originally planning on animating the cloth of the character manually, but had to scope down a lot, which led to my trying out cloth physics in Unreal Engine. I got it to work decently well after playing around with it a lot, but would probably spend more time on tweaking the values if I had the time.

Maya bodymechanics shot

Knew early on in the portfolio course that I wanted to create a bodymechanics shot, so planned out one a bit more advanced than what we've done in school. Had a goal early to create a stylized animation here, but changed my mind pretty early on and went down a semi-realistic route. Looked at a lot of footage of real life parkour shots, such as wall mantles, kong vaults and side flips.Character "Akali" - Riot Games

Motioncapture Unreal Engine Project - Knekt

This project, created as part of my final portfolio course, allowed me to explore motion capture and environment creation in Unreal Engine. After finding the motion capture portion of the course too brief, I decided to explore the subject further and refine my skills in MotionBuilder. The animations I created were implemented into a custom desert environment that I built in Unreal Engine. I’m especially proud of how the project came together, showcasing my animation work in a fun and interactive environment.
A big thank you to my very talented classmate Oskar Lind, who created the character/rig that made this project possible.
Character "Knekt" - Oskar Lind

Part of the reason that made this project so much fun is that everything you see in the scene, except from the character model is made by me. From smooth camera transitions between different blendspaces, and the stormy desert environment our knight seems to be lost in.

Blendspace switch

I decided early on in the project to add a switch between normal movement and eight-directional movement. This was made by creating a switch in the character blueprint that toggled a variable, that then got casted into the animation blueprint to switch between two different states.

Camera switch

Another function I created to add was a transitional movement between two cameras when switching between the different blendspaces. Through storing the camera locations when starting the game, I could then use functions to smoothly transition back and forth, instead of having the hard switch that happens normally.

Something that also got triggered by the camera switch was the dust and heatwave effect that can be seen in the animations. These effects were made on planes that were placed in front of the cameras. They had to be manually translated back and forth when switching between the cameras so they wouldn't disappear from view.

IK rig

Something that didn't make it to the reel that I added to the character was an IK-rig. While it looked decent on the locomotion animations, it didn't work at all for the standup, slide and hard fall animations which is why I decided to exclude it.

An IK-rig was created where IK-handles were placed at the characters feet, hip and hands, to be able to move them around based on the terrain.

Then the event graph constantly checks whether or not the character is grounded, and resets the IK variables to deactivate it while airborne.

The first thing that happens when the game starts up is that the created IK-rig gets called upon in the animation blueprint, where locations and rotations are set up to be controlled by different variables

After this, it checks out the location of the different socket locations where the IK-targets are placed, and calculates through a line trace how the feet should be translated and rotated in relation to the ground.

The Weekend Project

This project captured something I've wanted to do for a while. Creating something completely from scratch, including modeling, rigging and animating.Since I've only ever created a character by sculpting, creating one using lowpoly modeling that was the part of the project that took the most amount of time. Fortunately I'm more knowledgeable when it comes to rigging, so managed to save some time there.The idea for the animation was something I came up with while rigging the character. I find attackcombos to be something you can play around with a lot, so wanted to create something that felt unique.

Game Project 1 - Treximo

The first project I was part of. We were tasked with creating an endless runner based on the game Race the Sun.My responsibility in this project was to rig the character, and animate a couple of the different animations, such as the normal run, falling, and idle you can see in the intro of the trailer.

Game Project 2 - Draculight

Didn't have a lot of things to do this project since the game didn't have a character. So instead, I created the rigs and animations for some of the objects in the game, + the VFX for the laser beam used in the game.

Game Project 3 - Beach

Was responsible for everything animationrelated for the crab. Rendered out the animations from a 3D-rig created for the project as an image sequence, and imported into Aseprite where drawovers + VFX were made to get the clean pixelart look of the game.

Game Project 4 - Golem's Quest - Crystal Keep

Created the rig and all of the animations for the main character in this project.

Game Project 6 - Spite - To Hel and Back

Created the rig for the player, a few animations for it, and rigged/animated everything on the boss. Wanted to try out driven keys more, so used it to create twirl functionality on the boss's cloth.

Game Project 7 - Shattered

Was in charge of rigging both the player character and the monster of our game. Still needed to expand some of the functionality to fit our character, such as a space switch for the two different weapons that would be used. Also created some of the animations for the player character, and were responsible for the animations for the cutscenes.

Game Project 8 - xxx

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Who am I?

Hey, I’m Fredrik, a 3D animator originally from the west coast of Sweden. I grew up with two sisters and my parents, in a house close to nature, which has always influenced my creativity and love for storytelling.I started off studying architecture in upper secondary school, but soon realized animation was where my true passion lay. After studying animation for a couple of years in Skövde, I took a break and worked as a carpenter for two years, which helped me develop a strong eye for detail and structure—skills I now bring into my animation work.Right now, I’m located at Malmö, studying at The Game Assembly, continuing to refine my skills in animation, motion capture, and character performance. I’m always excited to learn more, collaborate, and push my work to the next level.Thanks for checking out my work! If you have any questions or if anything caught your interest, feel free to reach out!