Download my showreel here!

8D-movement and Parkour

Game Projects

Creature animation

Mounting system

I am part of The Game Assembly’s internship program. As per the agreement between the Games Industry and The Game Assembly, neither student nor company may be in contact with one another regarding internships before April 15th. Any internship offers can be made on April 27th, at the earliest.

8-directional Movement and parkour

This character was used in project I started in a previous course. In that project I focused on parkour-animation and implementation in unreal. I wanted to continue with this character and add 8-directional moveset to it as well. I think the hardest part was making sure that all the runcycles looked coherent in each direction.


8-Directional movement

I used a blendspace in unreal to be able to blend all the 8 runcycles in my moveset. I also added an aimOffset so my character can look in the direction of where the camera is facing in game.

Mantling and Vaulting

I wanted both my mantling and my vaulting animations to feel snappy and responsive in game, and with the mantling especially I had to move pretty far away from the reference I used to animate it.

In engine, I used line tracing to be able to detect the height of an object and that decided whether the mantling or the vaulting function was going to be called.I used root motion in the animations to make the player actually move with them in game. Both the mantling and vaulting only works with an obstacle of a specific height. I wasn't able to figure out how to make it work at different heights, and that's something I would have wanted to look more into if I were to continue with this project.


Take a look at my player blueprint!

Credits:
Shao Nian Rig by: Kiel Figgins

I am part of The Game Assembly’s internship program. As per the agreement between the Games Industry and The Game Assembly, neither student nor company may be in contact with one another regarding internships before April 15th. Any internship offers can be made on April 27th, at the earliest.

Mounting System

For my second project I wanted to improve my creature animation skills but also implementation in unreal. Since I have always loved horses it felt like the obvious choice. But I also wanted to create a way for my player character to be able to ride it.I used a duplicate of the player character that plays all the riding animations on the horse to make this work. Its invisible until you mount, then the player character becomes unactive and the riding character becomes visible.
I wanted to use my aimOffset when I was riding as well, but it was making my character look in the direction the camera was facing which made the hands of the riding animations clip into the neck of the horse. I solved that problem by using Two IK-nodes, making the hands locked to sockets I added to the horse skeleton.

I animated the player and horse together in maya using a constraint to make the player follow the movement of the horse.

Since the horse is much larger than my character it was a challenge to think of a way that it could mount the horse and still contain that snappy feel I wanted, and also not make the player wait too long in the transition between player and mount. Something I wasnt able to solve was a smooth transition between the player animations and the mounting animation which used the riding player blueprint. I never found a way of blending the switch between two different blueprints, that is what I would have wanted to look further into if I had more time to continue with my mount system.


I used a blendspace in unreal for the horse to be able to blend between their gaits:

Hello! I'm Emilia and I've always had a love for animation. Growing up, I liked making poor stop-motion movies with my bratz dolls. I think the little me would never dream of knowing all the things I have learned about animation now.

Take a look at my horse blueprint!

Credits:
Shao Nian Rig by: Kiel Figgins
Horse Rig by: Jasurbek Butaev

I am part of The Game Assembly’s internship program. As per the agreement between the Games Industry and The Game Assembly, neither student nor company may be in contact with one another regarding internships before April 15th. Any internship offers can be made on April 27th, at the earliest.

Creature animation

This project was the last big assignment for our creature animation course at TGA. Animating the runcycle and flycycle of a four-legged creature was a big challenge in many ways. I think handling the weight of such a big creature was probably the hardest part, especially during the transition from running to flight.

To the right you can see the blockout of this animation. In the beginning, I used a reference of a polarbear running for the runcycle and various types of bird flycycles for the takeoff and flight.

I am part of The Game Assembly’s internship program. As per the agreement between the Games Industry and The Game Assembly, neither student nor company may be in contact with one another regarding internships before April 15th. Any internship offers can be made on April 27th, at the earliest.

Game Projects

Finders Keepers

Spite: Bleeding Skies

Other Game Projects I have been a part of at TGA:

I am part of The Game Assembly’s internship program. As per the agreement between the Games Industry and The Game Assembly, neither student nor company may be in contact with one another regarding internships before April 15th. Any internship offers can be made on April 27th, at the earliest.

Finders Keepers

Trailer coming soon...

”Play as a master thief contracted to infilitrate the king's keep. Snatch powerful arcane crystals, enabling you to perform acrobatic traversal, evade the watchers, and steal the priceless heirloom."


"Finders Keepers" was the 6th game project that I was a part of at TGA. This was the first project where we had to use motion capture for the player character.
We shot the mocap at Sharkmobs studio and I got to be the mocap actor. It was a really cool experience!
My main tasks were cleaning up mocap of the groundslam and ledgegrab. But I also worked on the players runcycles and the enemy animations. All the animators in my team took turns in rigging these characters.

When we shot the mocap we did several types of runcycles, one of them was the scared one. In game, I wanted to use it to blend from the default runcycle to the scared one, depending on how close you get to an enemy. I liked how it turned out and I think that it gave more life to our main character.

Since the watcher enemies in Finders Keepers had a pretty menacing appearance, we thought it would be funny to make their animations silly and goofy. I animated the idle and the chasing runcycle.


Programming:- Abraham “Bam” Alberto
- Jonathan Rozenberg
- Ylver Blum Guttormsen
- David Grahn
- Elias Ronefors
- Erik Edfors
Level Design:- Ahab Ibrahim
- Erik Gatewood
- Johan Rosdahl

Graphic Design:- Melker Ljung
- Milla Jaakkola Landin
- Marcus Carlson
- Kim Betsgren
- Emmett Motamed
Technical Artists:- Philip Bäcklund
- Elvira Paxborn
- Isabelle Neuman
Animation:- Theo Hübner Sallis
- Rebecca Kornemalm
- Emilia Eriksson

I am part of The Game Assembly’s internship program. As per the agreement between the Games Industry and The Game Assembly, neither student nor company may be in contact with one another regarding internships before April 15th. Any internship offers can be made on April 27th, at the earliest.

Spite: Bleeding Skies

Video

"In a temple-city once ruled by cruel Sky gods, a false prophet rises, demanding blood to prevent a foretold eclipse. As fear spreads and cults grow, the Earth sends its champion to stop the madness. Wield divine power, crush the eclipse cult, and decide the fate of a world on the brink."


"Spite: Bleeding Skies" was the fifth game project that I was a part of at TGA. It was developed together with my team WaterLeaks. I animated a little bit of almost every character in the game, but mostly the player and the cultist enemy. Below are some of the animations that I made for this game:

I would say that the Player runcycle was the animation that I iterated on the most, since it was very important that it was readable and looked and felt good in game.

A big part of this project was also to record and clean motion capture for both the intro and outro cinematics. The outro starts right after you have killed the boss, so I imported the boss level into maya and worked on setting up the camera and cleaning the mocap from there.

Video

The first picture below is the scene in Maya with all the light and textures, and the second is the Unreal scene, with some camera adjustments:

Hello! I'm Emilia and I've always had a love for animation. Growing up, I liked making poor stop-motion movies with my bratz dolls. I think the little me would never dream of knowing all the things I have learned about animation now.
Hello! I'm Emilia and I've always had a love for animation. Growing up, I liked making poor stop-motion movies with my bratz dolls. I think the little me would never dream of knowing all the things I have learned about animation now.

Programming:- Abraham “Bam” Alberto
- Jonathan Rozenberg
- Ylver Blum Guttormsen
- David Grahn
- Elias Ronefors
- Erik Edfors
Level Design:- Ahab Ibrahim
- Erik Gatewood
- Johan Rosdahl

Graphic Design:- Melker Ljung
- Milla Jaakkola Landin
- Marcus Carlson
- Kim Betsgren
- Emmett Motamed
Technical Artists:- Philip Bäcklund
- Elvira Paxborn
- Isabelle Neuman
Animation:- Theo Hübner Sallis
- Rebecca Kornemalm
- Emilia Eriksson

I am part of The Game Assembly’s internship program. As per the agreement between the Games Industry and The Game Assembly, neither student nor company may be in contact with one another regarding internships before April 15th. Any internship offers can be made on April 27th, at the earliest.

About me

Hello! I'm Emilia and I've always had a love for animation. Growing up, I liked making poor stop-motion movies with my bratz dolls. I think the little me would never dream of knowing all the things I have learned about animation now.

Hi, my name is Emilia and I’m a
Gameplay-animator, currently studying at The Game Assembly! I’m really
passionated about making
animations that enhances the
storytelling and mood of a game. I love animating creatures as well, especially horses since I’m a former horsegirl!
There will always be a special place
in my heart for stopmotion. It’s just
got this charm to it that I dont think
any other type of animation has. It’s
actually also what got me into
animation in the first place! As a kid I used to make poor stopmotion movies with my bratz dolls.
In 2020 I started studying animation and experimental film at Animationsakademien in Stockholm. The second year we were supposed to individually produce and direct an animated movie. I decided to make a stopmotion shortfilm called "Birthday". You can watch it at my Vimeo or Youtube!And take a look at my CV here!

I am part of The Game Assembly’s internship program. As per the agreement between the Games Industry and The Game Assembly, neither student nor company may be in contact with one another regarding internships before April 15th. Any internship offers can be made on April 27th, at the earliest.