» Portfolio with some content here.
Software knowledge.
Adobe Photoshop, Illustrator, InDesign, Flash, Premiere ProAutodesk Maya 2009, 3DS MAX 2009, Mudbox 2009
- Knowledge in various game engines such as Source engine, Diesel engine, Unreal engine (basic).
I easily adapt to other platforms and development tools.
- As an environment artist, I am able to produce everything necessery for a next gen high quality game, texturing, modeling, lighting, composition. But what I care about the most is teamwork and deadlines.
Other knowledge.
Adobe audition, Propellerhead reason, Sony soundforge, Autocad, HTML, CSS among other.Education.
Ljud och Bildskolan, Borås (www.lbs.se) (2003-2006).The education was mostly about Web Design, Programming, Video Streaming, GUI etc. We even made a “big brother show” for a weekend which we streamed online. As a final exam I made a game called “Unnamed Feeling” based upon the Source Engine. (Mod available on request).
Regarding Game Development I’m self taught from the beginning.
All experience I have comes first from the Half-Life 2 Mod scene where we made alot of cool projects such as Nuclear Dawn.
Professional experience comes from Zootfly and Grin.
Work at GRIN. (2007-2009) (Environment artist).
At GRIN I worked with their own inhouse technology.I worked intensely with other artists in a group (pod). I also worked a lot with concept artists and working on my communication with them, to make sure my interpretations of the project vision where proper. I also worked with level designers to make sure my content was proper, and properly used in the levels.
Work at ZootFly. (2006-2007) (Environment/Texture artist).
I worked with a small team at ZootFly. We worked on the then planned project “Ghostbusters” which got cancelled. There we also worked on the project “TimeO”. These projects where made with a inhouse engine called “XUBL”.I mainly worked with city/indoor architecture and design for the levels. The way we worked there was; the level designers made the maps in maya, and I made them look good.
ZootFly was my first job in the industry where I got to learn teamwork in a creative environment.
Bionic Commando
GRIN/Capcom - X360/PS3/PC
Position: 3D Modeler/Texture Artist
During: 2007 - 2009
Release: May 2009
Bionic Commando is a is a title based on the old Nes game made 1987. For this project I worked on city architecture and textured models.
Terminator Salvation
GRIN/Halcyon - X360/PS3/PC
Position: Environment Artist
During: 2009
Release: May 2009
Terminator Salvation is a third-person shooter.
Set in 2016 in Los Angeles, it is an interquel that takes place between the events of Terminator 3: Rise of the Machines and Terminator Salvation.
I worked on Architecture, buildings, roads etc. Also my main focus was modeling and texturing the Rail Sequence maps.
I also made lighting art passes for various maps throughout the game.
Set in 2016 in Los Angeles, it is an interquel that takes place between the events of Terminator 3: Rise of the Machines and Terminator Salvation.
I worked on Architecture, buildings, roads etc. Also my main focus was modeling and texturing the Rail Sequence maps.
I also made lighting art passes for various maps throughout the game.
"Fortress"
GRIN/Unpublished
Position: Environment Artist
Release: Unreleased
I worked on the environment models and textures.
A important thing with the texturing for this project was the way we reused textures in the UV space. Therefore we had to keep that in mind when we made the models.
A important thing with the texturing for this project was the way we reused textures in the UV space. Therefore we had to keep that in mind when we made the models.
"Cult"
GRIN - X360/PS3/PC
Position: Environment Artist
During: 2009
Release: Cancelled
This is another cancelled and unannounced project. My focus was modeling and texturing in different kinds of settings. More screenshots coming soon.


TimeO
Zootfly - X360/PS3/PC
Position: Environment Artist
During: 2006
Release: N/A
Mainly I worked on City architecture, modeling and texturing. I did some level lightning. I also got the task to do the TimeO homepage.
Nuclear Dawn
PC (Steam)
Position: Texture Artist
This started off as a hobby project. The game is built on the Source Engine Platform. I painted textures.
Hobby Painting
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