Showreel!

SHAMAN

Shaman

Thoughts

This rig is my front piece on my portfolio. I wanted to make something unique and challenge my own ability with new ways to rig that I haven't explored and trying to get better at areas that I'm weaker in. Something that I wanted to look more into was ribbons and how I could apply that to rigs in the future. I also wanted to test my skinning ability and improve that on the way. Something that was very new to me as well was rigging animal legs on a humanoid character and the challenges that brings.

Ultimate Ability

The ultimate ability was going to be something special. I teamed up with one of my good friends, Vincen Nguyen. He was going to focus on VFX while I focused on creating the animation. The animation and VFX is inspired by Genshin impact and ZZZ (Zenless Zone Zero), with their strong impact frames and exaggerated VFX to create a memorable moment.The process was done in Unity becuse that's what we both felt most comfortable using and made the VFX work more accessible and easier to create.

Process

I started by making a simple rig FK/IK rig with a ribbon spine and some added secondary actions to the rig so I could start the blocking process as fast as possible! This ensured that I would get all the possible animations in the block instead of having to add it in later on.After I got my blocked animations done I went back to the rig to add the rest of the ribbons on the arms, legs and the garn she wears around her shoulder. After I was done with almost everything except skinning the model I stubbled upon a big problem, my file got corrupt. After that I felt it was necessary to skip the ribbons for now and move on to save time.I continued with animating and got to the spline fase, but at that point it was too late to add the ribbons + the other plans I had for the rig, except the ribbon garn. On the other hand the animations got a lot of love and attention and turned out just the way that I wanted them too.

Result

The result were better than I expected. I got a polished Idle and a polished ultimate ability animation to show of in my reel! Both got the love and attention that they deserved. You can se both of them on the right!

Credits!

Amanda Borg Bergholtz:For the Shaman model and the base platformhttps://amynda.artstation.com/

Vincen Nguyen:For the VFX work on the Ultimate AbilityWebsite: https://www.artstation.com/vinkelnn

and special thanks to: Yones IbrahimFor camera help, pose ideas and generally good feedbackWebsite: https://yonesibrahim.com/

DRUMS

The thought behind the drum rig was to explore other ways to rig, instead of just IK/FK humonoid rigs. I've always wanted to create a drum rig, or any instrument rig for that matter. I gravitated towards drums cause it's the most interesting to me. Scalable rigs is something that I've wanted to do for a long time, the idea that a rig could fit for any scene, any character and any scenario has always been on my mind. So this drum rig is made for just that! To fit any character and any scene. It's also a customizable rig with a modular setup.This rig is not a game ready rig. It's purpose is to be a cinematic rig and only be used for cinematic scenes in maya.

Animation made with the drums

I made one of the characters from my other project play the drums to show the deformers on the rig a bit more clearly. I've always been intressted in drum animations becasue I've always wanted to learn how to play the drums. But I don't have the money to buy a drumkit so animation is the closest I'll come to playing the drums for now.

Visualizations

Wave deformer

Here's a video on how the wave deformers work. Firstly I had to take the geometry and manipulate it so the deformers wouldn't look too bad. Then I took the attributes from the wave deformer and add them to the controller so it's easier to control and manipulate the results.

Scale and how it works on my rig

the video to the left shows how the scale works on the rig. the joints have segment scale compensate turned on which ensures that all joints scale equally instead of just the one joint you selected. This makes it easier for the user of this rig to scale it however they feel and fit for their rig and scene.

Modular Setup

The modular setup is quite simple. As you can se in the video to the right, I made every drum in the drumset have their own master controller. This made it easy to customize the rig and set it up however you'd like. It also made scaleing the individual drums much easier.

Stella & Orbit: Take Flight

Rig

This is Stella! The rig for this portfolio piece was quite simple because our game project limited how many bones one rig could have. It has a facial rig and a simple IK/FK rig with some extra secondary actions like her backpack and hat.

Thoughts

I knew from the start of our game project that I wanted to include it in my portfolio. I wanted to show of how implementation in our engine worked and how the result looked. Stella is an abused orphan who escaped from the orphanage with her robot buddy Orbit. So I went with a more adventurous feel because of her creative nature with creations like Orbit and her rocket boots. But I kept in mind that she had been abused so when you approach an NPC she'll look more insecure and drawn back, but as she progresses through the environment she gets more confidence and I tried to reflect that in the animations.

Progress

Here's a comparison between my blocked animations and my final animations. I didn't quite know exactly what I was going for when I was blocking out the animations for Stella but even then I was still moving towards a more adventurous feel. When I got out of the blocking stage and we had gone through what the story of the game would be. I finally found the missing piece to what Stella was and what her purpose is.

In engine

Here are some animations that are captured in our engine. I tried to shift between maya and the engine to figure out how the animation would look in engine compared to maya.

Extra animations & Rigs I did this game project

Credits!Here are all the amazing people who worked on this game project!

Game AnimatorsYones Ibrahim:
https://yonesibrahim.com/
Alexander Wallberg:
me

Game ProgrammersTruls Rockström:
https://trulsrockstrom.com/
Gabriel BeloquiSimon Henriksson:
https://shdev.nu/
Peter Denke:
https://peterdenke.com/
Emily ÖstenssonAlvin Andersson Eriksson:
https://www.alvineriksson.com/

Level DesignersAxel Pfannenstill:
https://pfannenstill.com/
Bazo Mettinisson:
https://recoverybaz.wixsite.com/website-4
Bjarke Kristensen:
https://www.bjarke.net/

Technical ArtistsMartin Frykler:
https://martinfrykler.com/
Ivar Sidorsson:
https://sidorsson.com/

Game ArtistsAmanda Borg Bergholtz:
https://amynda.artstation.com/
Lovisa Österman:
https://lovisaosterman.artstation.com/
Daniel Wikström:
https://daniel_wikstrom.artstation.com/
Sebastian Claesson:
https://sebastianclaesson.artstation.com/
Tamachat Hejderup:
https://tamahejd.artstation.com/


Game Projects!

Game 01

Game 02

Game 03

Game 04

Game 05

TRAILER

H.Y.M.T or (How You Met Trevor) is a endless runner game were you play as a ship traversing a harsh desert environment trying to avoid obsticles and enemies alike. This was our first game project at TGA, so everything was very new to me and our group. But as a first game it was fun to work on and taught me alot about pipelines.

Animations and Riggs

The ship was one of my task for this game project.I rigged and animated it. The ship has some turning animations, falling and of course a flying idle.

Credits!

Game AnimatorsAlexander Wallberg
Soon-ie Lagerberg Olausson
Nicklas Gellersten

Game ProgrammerAdrian Casagrande
Alvin Andersson Eriksson
Hana Miklos
Linus Svensson
Svante

Level DesignerKristian Sistig
Anna Sjöberg

Game ArtistEmil Nilsson
Jasper Paavolainen
Max Lövenfors

In Tyrá you play as Tyrá and your task is to stop the robots taking over the land of Technograd. As you adventure through the game you'll have to solve puzzles to out smart your enemies and destroy the factory that creates them.

The rig I made with Tyrá includes a space switch with both the gun and pickaxe and it's a normal FK/IK rig. I mostly animated the robots on this project, but I made some small animations for Tyrá as well as the rig.

The robot has a very simple FK rig because the animations were supposed to be stationary, the game was also on phone so details wouldn't be noticed if I would've added more to the rig. I tried to keep the stationary robot as simple as possible but I tried to exaggerate the movements so it would be noticable on a phone screen.

Credits!

Game animatorsOskar Lind
Alexander Wallberg
Wilma Löfgren

Game ProgrammersGabriel Beloqui
Truls Rockström
Nils Mårtensson
Måns Berggren

Level DesignersKristian Sistig
Emanuel Perpåls

Game ArtistSejla Jahic
Fredrik Henningsson
Sebastian Claesson

In Soul Breach you play as a Rat who has lost their soul and it's now scattered in pieces. Your task now is to find all the pieces to take your soul back. As you collect your soul you start noticing you have gained some powers and you're now able to bash through objects to progress on your mission.Pitch:"on the brink of death, your soul shattered. Bash yourself through limbo with your newfound astral powers, to mend your scattered soul."

I wanted to reflect the rat's mission in their animations. So I wanted to show them chasing the soul pieces and that they're in dire need of their soul back. I also went with a more flowy feel with the tail so that it looks more seemless between animations.

Rat Rig

Extra animations

Credits!

Game AnimatorsAlexander Wallberg
Yones Ibrahim

Game ProgrammersAdrian Bjurström
Linus Erkfeldt
Linus Svensson
Nils Mårtensson
Paul Lager Cullin
Viktor Andersson

Level DesignersAxel Pfannenstill
Bjarke Kristensen

Game ArtistsKitt Holgersson
Max Lövenfors
Christopher Blom
Stephanie Madsen

In Scale Bound you play as a Pangolin and you discover that the oasis has dried up. You notice a flower still living by the oasis and to help it you must find a water source. But watchout! Hyenas are trying to stop you and eat you, use your scales and claws to protect yourself and your flower.

Animations

These are a few of the animations i made for our player character! I tried to stick with a happy personality but kept in mind that they were trying to protect their flower. So in most of the animations you can see the player holding the bag with a flower.

Credits!

Game AnimatorsAlexander Wallberg
Nat Pettersson

Game ProgrammersAxel Franzén
Måns Berggren
David Ek
Paul Lager Cullin
William Sigurdsson

Level DesignersAlexander Edelborg Christensen
Martin Trosell

Game ArtistsAgnes Hallin
Tamachat Hejderup
Emil Hagström
Christopher Blom

Spite Parasite is a topdown Diablo like game. You the player need to save the people of a village that has been harsly infected with shrooms. The shrooms have infected the people beyond comprehension and even thier god. Before the god passes on he gives you one task, to lay his people to rest.

My task this project was to animate all the enemies. I went with a very different feel for all the enemies. I tried to show how they're all in different stages of infection.

Popcorn's Rig

Popcorn's Animations

I wanted to show a bit more "crazy" with the Popcorn enemy as they're more infected than the rest. I also went with a more child like approach as well because of their size and short temprament.

The Grunt enemy was hard to interprate as it's between both Shaman and Popcorn enemy's infection. I tried to go with a more chill approach and not as crazy as the Popcorn enemy.

Grunt's Animations

Grunt's Rig

Shaman's Rig

Shaman's Animations

I already had a plan with the Shaman enemy. I wanted them to feel more flowy and relaxed in their movement while still keeping in mind that they're still infected.

Credits!

Game AnimatorsYones IbrahimAlexander Wallberg

Game ProgrammersTruls RockströmGabriel BeloquiSimon HenrikssonPeter DenkeEmily ÖstenssonAlvin Andersson Eriksson

Level DesignersAxel PfannenstillBazo MettinissonBjarke Kristensen

Technical ArtistsMartin FryklerIvar Sidorsson

Game ArtistsAmanda Borg BergholtzLovisa ÖstermanDaniel WikströmSebastian ClaessonTamachat Hejderup


Hi! My name is Alexander Wallberg! I'm a 3D technical animator studying at TGA. I'm 20 years of age and my favourite colour is Orange (like my hair). At a young age my father made me listen to Metallica and ever since then I've been captivated to explore the metal genre. To find sub genres that are intressting to me and even trying to learn how to play the drums!My first experience with game creation was at the school LBS in Gothenburg were I studied as a Game Artist! We studied 3D modeling, sculpting and also a little bit of animation. We also studied 2D art and animation in our first two years.I'm looking for a opportunity out in the game creation field. It has been a passion of mine since I was a little lad playing console games with my family. I've always been intrigued how games are made, the process and the sick animations people are able to create for games. I'm a person who's always looking for a new challange in life, tackling animation, rigs or even something new to me.You can find my contact info at the top of the page! Thank you for reading and going through my page! Hopefully I'll see you soon! Bye-bye, butterfly! 🧚