Position: Project manager / Senior animator at Hello There.
This game has been slowly cooking for a couple of years. Trying to get a really good fighting experience on PC by drawing on the success and ideas for our Taekwondo World Tournament mobile game.
An all new art style, allot of new animations using motion capture as source. beautiful arenas and multiplayer seasons for the players to master.
This being an on and off project for a couple of years meant that the team has changed from time to time. So I’m the latest project manager standing on the shoulder of giants. Besides managing the team I also worked on all character related animations in this project. Rigging, animating by hand and cleaning motion capture data. The team has made an incredible job polishing this into a really awesome experience.
A fully fledge console music experience featuring music from EDM star Avicii.
An incredibly beautiful game, like being in the crowd on a massive EDM set but in the comfort from your very own living room. I was charged with editing all the various trailers and teaser for this production as well as rigging and animating the avatar ship. I also worke on the cutscenes that act as a progression for the player as he or she unlocks new songs and worlds.
The sequel to a very popular mobile game is finally out the door. We went back to the drawing board and designed a completly new game to emphasize on touring the world allowing the player to experience a journey similar to the one of Jacob and Joseph.
With new locations, movements and gameplay I hope that this will give the fans hours upon hours of fun.
This is a project spanning over almost a year and one where I’ve been involved from the start. To release the game and receive so much love from gamers and football enthusiasts all over the globe is truly heartwarming.
In order to portrait Joseph and Jacob a.k.a SkillTwins we captured their movements and spirit at Illumination Studios in Uppsala – Sweden. We wanted to get all the basic movements like locomotion, but also their incredible tricks, celebrations and so on. The production has been challenging in many ways but one that was somewhat painful to me was the apparent lack of support in Unity for games that rely on huge numbers of animation.
As more and more motions got implemented and the sate machine expanded, allot of time and effort went into just coping with file management, clustering movements, panning around in the mecanim editor.
Through the character customization we got to experiment with render textures and blendshapes, something that worked really well and gave more uniqueness to the opponents you encounter in the game.
I’m very proud of the product and happy to see it receive so much good reviews.