Many of my creations are keyframed. I have done game play and cinematics with keyframe animation.

I feel comfortable in my skills to make animations look good with keyframe animation.

I started working with motion capture this past fall and I really do like to work with it.

I am the kind of person that tends a lot to detail. To be able to have the basic work done and jump straight to the clean up and polishing is right up my ally.

I have made several different type of riggs both humanoid and quadruped.

I am comfortable in making a basic rigg to get started on animations and to give it a little more time and making it a bit more advanced.

The process of making the animations in Maya is only the first part, the implementation is just as important.

This is something I feel I want to get better at since this step is where the animation I have created truly comes to life.



The good part of creating a rigg myself is to get a great understanding on how I am able to move the character. It also gives me the opportunity to add the type of functionality I want my rigg to be able to do to ease my work later when animating.




I have created humanoid, quadraped and a little mix of everything riggs. I have created a rigg for a bird once, it was a bit challangeing to create a wing but it was such a nice experice to do the reasherch on the anatomy of a bird, analyse videos on how a wing can move.

I think it is a bit therapeutic to create a rigg and satisfying when it works just as you want it to. I do not mind putting in the work in a rigg.

The most interesting rigg I have created was for the elite enemy in the game project called Spite: . It was fun to create a rigg with two different characters that is going to interact with eachother. I also put down a little extra love and care to my controllers for this rigg. I felt like the controllers gave me some inspiration to what I could to do for animations.

It was kind of the feeling I got when you put on a costume to get into a character for voice acting. When I had costum made controllers I got into the character a little more.

I have worked with key frame animations most of my time as an animator. I enjoy the job and find great joy in seeing things come to life on the screen. I feel like I am continuously evolving my way of producing animations and improving my work. Still I think there is a lot more to learn and am looking forward to advance my knowledge even further.




What I really like about animating is that there is so many different ways to create something. The mood, the environment, the interactions, etc, they all play an important part in how to create the animation I want to portray. Why I like to work with gameplay animations is because they paint the feeling of the world you play in, they set the mood for the protagonist.



The time I have spent with motion capture has only given me a taste for more. Motion capture is a good fit for me since I like to work with a realistic style. Being able to get most of the basic ground work done allows me to focus on the parts that brings more depth to the animation.



All mocap data has been recorded with an xsense suit.
I have helped others set up with the suit, I have been in the suit myself a couple of times and I have both been helping directing others in the suit and followed instructions when I have been in the suit.




I do most of the clean up in motion builder but I have also learned to import the mocap data to an existing rigg in maya and done some final touch ups.





I feel a little out of my element when implementing my animations to an engine but at the same time rather intrigued. It is a lot to have in mind when implementing it all but so rewarding when I see the results in game. I would love the chans to work more on implementation to an engine. Because it is so rewarding to try out the animation in game and really get the feeling for it.

I have stumbled across several interesting videos through all my searches on how to implement my animations to the engine. Instead of feeling overwhelmed I get inspired to step out of my comfort zone and try more and play around a bit.



The third game project was a 2D side scroller game. I worked on the player and enemy animations for this project. I also made the intro cinematic.

This was the first time for me working on a game with a 2D design.

This is the seventh and latest game project I have worked on. It is about a frog collecting all the fireflies that the Mothsters has released from the lighthouse.

I have animated for both the player and the enemies, I have also rigged and animated the quest giver for this project.

The second game project was a puzzle game about a lab rat trying to get to the cheese.

I worked together with a fellow classmate to create a quadraped rigg for the player character for this project. I worked on the animations for the player and an enemy robot.

The fourth game project was Damsel. A game about a damsel saving herself from the necromancer.

I worked on the Boss for this project. I created the rigg and made all the animations for the boss.


This was my first game project I worked on. I got to create the rigg and animate the player character, a manta ray.

I was the project lead for this game. I felt prepared to lead this project from my previous education in project management. It was a fun experience and after being part of 6 other game projects I feel ready to take on the role of project management once more for project number 8.




This was game project number six, one of the bigger projects I have worked on. It was bigger in the sense that it was alot of characters in need of animations so there was a lot to be done.

I animated for the player character, two smaller enemies and I also rigged and animated all the animations for the elite enemy called the abomination.



This was the fifth game project. This project was mostly for us as a team to get accustomed to the newest addition, Technical artists. It was also a starting point for the programmers to create their own engine.

There was not much to be done for me as an animator for this project. I did some enviromental animations such as a lamp swaying, notes on a wall moving in the wind and an ouija board typing out a message.

"Unlock the power of an enchanted pickaxe, use it to climb, teleport and fight through a treacherous cave in an attempt to get back out"





This was the first ever project I worked on that was not only 2D but also pixel style. I animated on a 3D model and had a camera set-up to render the animations to PNGs and later converting them to DDS. There was several different design choices that made the entire process a lot more difficult than it acctually had to be but it taught me much on how to structure my workflow more efficiently.



As forementioned, I worked on the player animations and on one of the enemies. I created a spider rigg and animated a spawn animation but it later turned out that we would no longer use the spider enemy. Instead I worked on a skeleton enemy.

I worked close to the programmers and helped implement all the animations into a json file.



Level Design:
Anton Weibull
Jeff Persson
Urban Gustavsson

Animation:
Mischa Fridman
Sofie Nilsson

SFX and Music:
Gronnie
JoelAudio
PSOVOD


Graphics:
Frida Backman
Lukas Frej
Nelly Lindbom

Programmers:
Dino Zvonar
Jonathan Andersson
Nils Hansson
Omar Abdallah
Simon Nilsson




”Yet another hero has failed! The princess, sick of waiting, take up arms of the fallen hero. Fight your way through the evil necromancer's castle and defeat the captor to reclaim your freedom”




The only animation with the boss that I did not animate was the section in the cinematic. Apart from that I did all the work.

Once again I worked closley with a programmer, we walked through all the boss functionalities, how we wanted the boss behaiviour to be like and what we wanted to have animated.



This was the first time I worked on a boss, the thing I noticed was that I felt like I did nothing for this project. After some refelction I came to the following conclusion.

I put in as much work for this project as I have for all the previous ones but the main difference was that all my work was at the end of the game and it was for a short time


Programmers:
Jakob Persson
Jonathan Andersson
Jonathan Disenfeldt
Kristian Svensson
Nils Hansson

Level design:
Jakob Pihl
Urban Gustavsson
Oscar Hildebrand

Animators:
Alisa Lundh
Sofie Nilsson

Graphic artists:
Cecilia Ålander
Jenny Hellström
Assar Wade



Sound design:
Wasin Laokhot

Music:
Filip Adolfsson






”Use the power of LASERS, MIND-CONTROL and HAMSTER WHEELS to get your lab-rat through a series of deathly mazes featuring a plethora of SCIENCE-TRAPS!”




This project brought out many new things for me to try out. First of all was to create a quadraped rigg the second was to animate the said quadraped rigg. It was a nice change of pace to animate an animal instead of something humanoid. First time for me to animate a robot aswell.

What I liked most about working on this project was all the creativeness that was brought out during the prepod phase.

Animation:
Sofie Nilsson
Nathaniel Scheurer

Graphics:
Linus Arvidsson
Jenny Hellström
Ylva Oknelid
Philip Wolff



"A magical mantaray dash through dangers on it’s way home guided by the jellyfishes"





This was the first game project I worked on. We wanted to keep it simple since it was the first time for most of us to create a game and wanted to get accustomed to our individual roles as well as our role in the team and pipeline.

It was a good first project to dip my toes in to get a taste of the process of creating a game. I created the rigg and animations for the player, a manta ray, for this project. I also animated an obstacle in the course, an eel.

Animation:
Sofie Nilsson
Viktor Pennonen

Graphics:
Ylva Oknelid
Sofie Axelsson
Anna Christensen
Thea Holmdahl Arnman



Level Design:
Anton Weibull
Oliver Mathrani
Hanna Hinderson

Programmers:
Thomas Holtz
Simon Nilsson
Tim Wennerberg
Rebecka Lewin
Willian Rosengren


"Leap into battle and use your rage to battle your way through Helheim to save your brother from Hel and her undying legion"





I have stumbled across several interesting videos through all my searches on how to implement my animations to the engine. Instead of feeling overwhelmed I get inspired to step out of my comfort zone and try more and play around a bit.



Animation:
Sofie Nilsson
Mischa Fridman
Jovana Vladusic

Technical art:
Janine Wahlberg Özdemir
Tyler Thomas
Jonathan Lindberg

Sound design and Music:
David Scholander
Filip Adolfsson

Voice actor:

Karen Olrich-White

Graphics:
Jon Von Letscher
Elvira Alden
Anna Christensen
Elisabet Sarsenov

Level Design:
Gustaf Löfkvist
Jeff Persson

Programming:
Ossian Saren Gran
Kristian Svensson
Simon Nilsson
Tim Wennerberg
Kaspian Ringqvist
Johan Rubertsson

"The Firefly Café has been raided by the Mothia! As a mercenary frog; jump, roll, and spin through the seedy underbelly of the island to retrieve the fireflies"





I have stumbled across several interesting videos through all my searches on how to implement my animations to the engine. Instead of feeling overwhelmed I get inspired to step out of my comfort zone and try more and play around a bit.



Technical art:
Janine Wahlberg Özdemir
Tyler Thomas
Jonathan Lindberg

Graphics:
Jon Von Letscher
Elvira Alden
Anna Christensen
Elisabet Sarsenov

Level Design:
Gustaf Löfkvist
Jeff Persson

Animation:
Sofie Nilsson
Mischa Fridman
Jovana Vladusic

Programming:
Ossian Saren Gran
Kristian Svensson
Simon Nilsson
Tim Wennerberg
Kaspian Ringqvist
Johan Rubertsson


”Assist the overworked scientist as he is haunted by his own experiments, is it real or all in his head? Call for help!”






I have stumbled across several interesting videos through all my searches on how to implement my animations to the engine. Instead of feeling overwhelmed I get inspired to step out of my comfort zone and try more and play around a bit.





Technical art:
Janine Wahlberg Özdemir
Tyler Thomas
Jonathan Lindberg

Graphics:
Jon Von Letscher
Elvira Alden
Anna Christensen
Elisabet Sarsenov

Level Design:
Gustaf Löfkvist
Jeff Persson

Animation:
Sofie Nilsson
Mischa Fridman
Jovana Vladusic

Programming:
Ossian Saren Gran
Kristian Svensson
Simon Nilsson
Tim Wennerberg
Kaspian Ringqvist
Johan Rubertsson


Hello, I'm Sofie the animator.



If I were to describe myself in three words it would be ambitious, reliable and a jokester.

I spend most of my freetime with my dog Nero (Bernese Mountain Dog), family and friends. I am a people person and Iove working in a collaborative environment with like-minded individuals.


I look for a place to work and hone my skills as an animator and to be of good use with my creative mindset and horribly good jokes! I thrive in a creative enviroment and bring a lot to the table, not only my great collection of card and board games that is.


Thank you for taking your time to read about me, hope you have a great day or night.



Kind regards,

Photo taken by the talented David Hamark

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 23rd.
Any internship offers can be made on May 6th, at the earliest.




E-Mail
[email protected]



LinkedIn

https://www.linkedin.com/in/sofiecnilsson/



CV/ Resume