Alexander Wallberg
Technical Animator
Email: [email protected]
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
Idle
Run
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.
Run
Idle
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.
Idle
Run
Jump
Extra animations & Rigs I did this game project
Getting caught by police
Falling
Landing
DoubleJump
Police Rig
Police Idle
Orbits rig
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-4Bjarke 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

Falling
Flying
Jump
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.


Idle
Death
Attack
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.
Extra animations
Falling
Bash Idle
Bashed
Soul piece cinematic
Death
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.
Dodge
Idle
Run cycle
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
Idle
Run
Attack
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
Idle
Run
Attack
Grunt's Rig

Shaman's Rig

Shaman's Animations
Idle
Walk
Walk_Back
Heal
Death
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! 🧚
