3D Animator
REACH OUT!
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.
Here are trailers of some other games I have worked on at TGA:
Spite Bleeding Skies - an Diablo 3 inspired top down.In this game we used keyframe for all the in game animations and used motioncapture for our intro and outro.
During this prodject I was in charge of the enemy animations, my task was to ensure that all of the animations were coherent and uniform, we split up the animation tasks among us animators.
I animated on the player, basic enemy, special enemy and boss.
Here are some of my enemy and boss animations!




My contribution:
Player ability animation (Dash)
Death animations
Enemy stunned
Enemy Idles
Special enemy attack
Boss Idle
Boss walkcycle
Outro scene
Credits:
Programming:
- Abraham “Bam” Alberto
- Jonathan Rozenberg
- Ylver Blum Guttormsen
- David Grahn
- Elias Ronefors
- Erik Edfors
Graphic Design:
- Melker Ljung
- Milla Jaakkola Landin
- Marcus Carlson
- Kim Betsgren
- Emmett MotamedTechnical Artists:
- Philip Bäcklund
- Elvira Paxborn
- Isabelle Neuman
Animation:
- Theo Hübner Sallis
- Rebecca Kornemalm
- Emilia ErikssonLevel Design:
- Ahab Ibrahim
- Erik Gatewood
- Johan Rosdahl
Unbound - 2D platformer based on the game "Celeste".
In this prodject we made 3D animations in Maya then renderd to PNGs and made into spritesheets.
I thought it was a very fun working with sidescroller focused animations and working with spritesheets.
I also experimented with toonshaders and 2D VFX which was a great learning experience.We also made an 3D intro and outro.
My contribution:
Enemy rig (bull)
Intro/Outro cinematic
Enemy 8 directional dash
Enemy Idle
Player climb
Player Jump/Fall/Land
Enemy VFX
Finders Keepers - 3D platformer Metroidvania, based on the game "Pseudoregalia".
This was my first time working with motioncapture for in game animations. I cleaned up the mocap data in Motionbuilder, then imported it to Maya for more detailed animation, like followthough, foot placement and hands.
First iteration

Finale

Credits:
Programming:
- Abraham “Bam” Alberto
- Jonathan Rozenberg
- Ylver Blum Guttormsen
- David Grahn
- Elias Ronefors
- Erik Edfors
Graphic Design:
- Melker Ljung
- Milla Jaakkola Landin
- Marcus Carlson
- Kim Betsgren
- Emmett MotamedTechnical Artists:
- Philip Bäcklund
- Elvira Paxborn
- Isabelle Neuman
Animation:
- Theo Hübner Sallis
- Rebecca Kornemalm
- Emilia ErikssonLevel Design:
- Ahab Ibrahim
- Erik Gatewood
- Johan Rosdahl

Hello!
Im Rebecca, a gameplay animator currently studing at The Game Assembly, Malmö. I have always had a passion for creating, whether that's crafting, photography or filmmaking. During my time at The Game Assembly I have also found a new passion, animation!Creating stories and making a character come to life in an atmospheric scene, with moody lights and cool enviroment is something I really enjoy! Now I am looking for a place to have my internship!Have a look at my CV!
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.
Stargazing
Sidescroller
Rig
In this portfolio piece, I wanted to build an enticing scene displaying character, staging, and animation principles. My goal was to make an eye-catching intro scene with a sense of narrative.For my work process:
I started by thinking about what my character is doing there. Why is he in the desert? Why is he alone? And what is he waiting for?From the start, I knew that I wanted something to be chasing him or for there to be some type of threat. I got the suggestion that it could be a UFO chasing him. I really liked that idea and went for it!

Idea

Block

Finale
For all of the animations in this piece I recorded myself or others for refrence. Here is an example!


In this portfolio piece I wanted to show some implementation understanding and gameplay based loops and animations.I used rootmotion implementation for this project, which was a very pleasant process!
Animation:
I made a basic moveset with: runstart runcycle, runstop, jump, jumpstart/falling/landing, 180 turn and vault.




I wanted to show rig understanding and make animation loops that work for engine.

This rig was acheved with help from Tim Lee´s auto rigger!
With help from a classmate I could efficiently create FK/IK setup for the limbs using his tool. Then I added spine, finger, foot and accsesories setup by hand. I also made the model.
I have also made other simple rigs in previous game projects and courses.


This is a rig I made for a rigging course. Simple FK/IK body, but with a ribbontail setup!