I have worked in the game industry for 10 years,
here are some samples of my work in that time.
Attack animation (2024)
Rig by Pierrick Picaut & P2DESIGN S.A.S
FPS reload
Personal project (2024)
Rigged by me
Dr. Becky lipsync
Personal project (2024)
Trine 4 cutscene
Trine 4 (2019, Frozenbyte Oy)
Animation set for a cartoony character
Personal project (2024)
Arena finisher moves
"Arena" (2015, Frozenbyte Oy)
It all started when I was studying for my Bachelor's degree (2007-2011), and I've been animating ever since.
My main focus has been gameplay animation, that's what I love the most. But I have also made more cinematic things like cutscenes.
I also have experience in acting, and have used that in motion capture.
I'm a pretty physical guy and can do all sorts of combat moves and fall down convincingly for death animations. Pretty much anything the project needs animation wise, I can do.
Managing animations in a game engine is also something I'm quite familiar with.
Most of my experience is with in-house engines, but I understand the ins and outs of state machines and configuring animation trees, so I should have no problem managing those things in any game engine.
For example in Boreal Blade almost all animations the characters have are a combination of at least 3 layered animations with lots and lots of parameterization.