
Career Summary
I am a Technical Animator with a strong foundation in tool development, rigging systems, and animation pipelines for AAA games.
Starting from early technical experimentation in game modding in my youth, I pursued formal training at Media Design School before joining Bohemia Interactive, where I helped build animation workflows and tools for DayZ’s 1.0 release.
At Rocksteady Studios, I expanded into cross-DCC pipeline development, gameplay asset rigging, and MotionBuilder tool creation, leading to my promotion to Lead. I now drive both technical innovation and cross-discipline collaboration to deliver scalable animation workflows for AAA production.
Work Experience
Suicide Squad: Kill The Justice League
- Maintained and expanded Motionbuilder scene management tools, including asset versioning and scene metadata packaging
- Built a universal retargeting tool for Motionbuilder, supporting animation transfer across custom and HIK rigs
- Developed a non-destructive Motionbuilder animation export pipeline for complex scene workflows
- Implemented per-asset skeleton serialization and deserialization to speed up skinning and rigging processes
- Refactored the facial rig skinning decomposition pipeline, improving processing speed by 20x
- Built an automated photogrammetry processing pipeline integrated with TeamCity
- Rigged and skinned numerous high-quality DC characters, including Harley Quinn and Captain Boomerang
Rocksteady Studios
Senior Technical Animator
01/2023 - 02/2024
Rocksteady Studios
Technical Animator
06/2019 - 12/2022
DayZ
- Developed animation tools and defined pipelines for in-game and cinematic workflows
- Created and maintained the player animation state machine, regularly refining state behavior and blending
- Collaborated with animators, sound designers, and technical designers to create and support animation tools and processes
- Analyzed and developed solutions to aid animators and sound designers' workflows
- Directed motion capture sessions for gameplay animation capture
- Collaborated with technical designers to develop animation tools
- Documented in-house animation tools and systems
- Built weapon rigs for a variety of firearms used in-game
- Produced gameplay animations through both motion capture data cleanup and keyframe animation
- Researched and implemented cinematic workflows for trailers and promotional content
Vigor
- Led R&D efforts for character implementation workflows in engine
- Rigged and implemented character and weapon assets for gameplay and cinematics
- Researched and established workflows for cinematic trailer production
Project Lucie
- Rigged and animated assets for cutscenes
Bohemia Interactive
Junior Technical Animator
09/2015 - 01/2017
Skills & Tools
Languages
-
Python (Proficient)
-
C# (Competent)
-
C++ (Beginner)
Software
-
Maya (Proficient)
-
Motionbuilder (Proficient)
-
3ds Max (Proficient)
-
Houdini (Competent)
-
Blender (Beginner)
Engines
-
Unreal Engine 4 & 5 (Proficient)
-
Unity (Competent)
Others
-
Version Control: Git, Perforce, SVN, GitHub
-
Pipeline & Scripting: PySide2/Qt, NumPy/SciPy, JavaScript, HTML/CSS/SCSS
-
Project Tools: Jira, ShotGrid/Flow
-
Creative Software: Photoshop, After Effects
Education
-
Bachelor of Creative TechnologiesMedia Design School2012 - 2015
Awards
-
Game of the Year FinalistIn my final year, our team entered with our project Dungeon Town. We were one of four highly recommended games selected by the CGStudent Awards jury.
-
Top Student AwardI was presented with the prize for having the highest GPA of my year.
Language
- Swedish (Native)
- English (Fluent)
Interests
- Dungeons & Dragons
- Baking
- Weightlifting
- Warhammer 40k