Portfolio Projects
Game Projects
Overview of several game projects I have partaken in during my time at The Game Assembly. Click to see more details!

WHO IS THIS?
Hello, I'm Nat! I have always had a passion for animation, always surrounding myself with animated movies growing up. Stylized and cartoony animation that pushes the medium to its limits is something that has always appealed to me, as it is such an effective way of expression. The fact that both animation and video games are very expressive and creative mediums is one of the many reasons I want to work within the video game industry in my future. ★
I have worked on eight different game projects during my time at The Game Assembly. Theses game projects have taught me how to work with an agile workflow while working cross-discipline within a team, also the importance of clear communication. I have learned how to adapt animations to work and flow nicely in gameplay, whilst honing my skills with the twelve animation principles. Thank you for taking the time to check out my portfolio! ― Also, here's my CV!
I am part of The Game Assembly’s internship program. As per the agreement between the Game 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 5th, at the earliest.

As a lone pangolin, slash with your claws and solve puzzles while venturing into the desert temple in order to save the last plant of a dying desert oasis.Game Project #4 during my time at The Game Assembly.
Developed with Sprout Studios over a period of 7 weeks (half time).

This is Mango the Pangolin! ★
We opted to go for an animation style with a low framerate in order to save time, but I added extra frames to certain moments in order to emphasise certain actions and movements!
During this project I was responsible for creating the intro and outro cinematics. These were used to convey the story of our game, I worked a lot with acting through body movement in order to convey emotion, as our protagonist is mute.
Credits
PROGRAMMING |
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Axel Franzén |
David Ek |
Måns Berggren |
Paul Lager Cullin |
William Sigurdsson |
LEVEL DESIGN |
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Alexander Edelborg Christensen |
Martin Trosell |

Sprout Studios
GAME ARTISTS |
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Agnes Hallin |
Christopher Blom |
Emil Hagström |
Tamachat Hejderup |
ㅤ |
ANIMATION |
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Alexander Wallberg |
Nat Pettersson |

As a fallen shieldmaiden denied Valhalla, you awaken in Helheim with nothing but your hammer and fury. Fight through the undead hordes of Helheim in order to reweave your threads of fate! (...titledrop!)
Game Project #5 & #6 during my time at The Game Assembly.
Developed with ROADKILL Interactive over a period of 4+10, half time.

During this project I was responsible for creating animations for the boss seen at the end of the game, The Norns. Various animations made for her is an intro, combat animations and animations for transitioning between phases. She also has unique animations for each phase.What follows is some highlights of these animations which I've animated!
BOSS ANIMATIONS
The Norns intro animation.
Transitioning from phase one to two.
Transitioning from phase two to three.

BOSS RIG
I created the rig for the Norns, she has a lot of moving parts and
I had to work with a lot of FK controllers to accomodate this.For a more thorough look at her rig,
check out the RIGGING section of my site!
BASE RIG
I was also created the rigs seen in the game, which were applied to the main character as well as the basic enemy types. Read more about it HERE in the rigging section of my site!

credits

ROADKILL Interactive
GAME ARTISTS |
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Christopher Blom |
Emil Nilsson |
Hedvig Karlsson |
Sejla Jahic |
ㅤ |
ANIMATION |
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Leo Jansson |
Nat Pettersson |
Soon-Ie Lagerberg Olausson |
SPECIAL THANKS! |
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Composer |
Ella Eriksson |

GRIM: The Gargoyle King
As a gargoyle brought to life, embark on a crystal treasure hunt. Charge through the shattered castle and find enough supporters to become
king of the gargoyles!Game Project #7 during my time at The Game Assembly.
Developed with ROADKILL Interactive over a period of 14 weeks, half time.

MOTIONBUILDER → MAYA RETARGETING
During this project I was responsible for establishing the Motion capture pipeline for us animators. We wanted to make sure that animation retargeting were possible, since we wanted to make a cartoony game. That way we could use our motion capture data as a solid base, while pushing the timing and poses using retargeting.
Grim stumbles over when he stops charging, ouch!
Using Mayas HumanIK system I mapped controllers to Custom Rigs, which we used to retarget the cleaned motion capture data to the game rigs. This allowed us to bake the motion capture data to the rig, making it possible for us to animate secondary animations and tweaking poses and timing on top of it.
So to summarize, we did our initial cleanup in Motionbuilder and later brought the date into Maya for polish and to animate secondary animations seen in the wings, etc.Here is another animation I cleaned with this method, here Grim "collects" another gargoyle (it's a collectathon after all!), bringing them to life!
The animation for the NPC gargoyle was made by Leo Jansson.
Some animations were cleaned using the mo-cap pipeline above, and some were completely keyframed.I really enjoyed pushing and exaggerating movements in order to convey Grim's goofy personality and sillyness!
Mo-Cap+Retarget, Crystal Power Attack
RAW vs CLEAN. (Achooo―!)
Keyframe, Player Death
Crumbling simulation by Åke Sjögren!
GRIM RIG
I rigged the main character for this game, the gargoyle king himself!
For more info, check out his rig HERE in the rigging section.
AAAH ⸺ THE FURNITURE LIVES!
I also rigged and animated one of the enemies seen in the game, a bookshelf brought to life by magic! I created a controller that allowed me to easily tilt the bookshelf on its edges by using pivot groups and limit information. You can twist and squash the bookshelf in order to create some really cartoony stuff, and there are controllers that moves the books around. It was really fun animating the books moving around inside the bookshelf itself!Below are some highlights of the animations I made for the bookshelf.
Idle
Attack
Celebrate

We had the wonderful opportunity to record out motion capture data at Sharkmob's motion-capture studio for this project! ★Bonus behind the scenes photo of our recording session, here I am in the suit recording an early version of Grim's charge ability! Leo can't contain me!!

credits

ROADKILL Interactive
GAME ARTISTS |
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Christopher Blom |
Emil Nilsson |
Hedvig Karlsson |
Sejla Jahic |
ㅤ |
ANIMATION |
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Leo Jansson |
Nat Pettersson |
Soon-Ie Lagerberg Olausson |
SPECIAL THANKS! |
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Composer |
Ella Eriksson |
Locomotion Moveset
THE IDEA AND GOAL
For this project I animated and implemented an 8-directional moveset in Unreal Engine, I drew inspiration from the game DEADLOCK by Valve.The goal was to practise implementing animations into an engine whilst making them feel fluid and nice to play with.Special thanks to Axel Franzén for general coding advice and help!
Kunoichi Rig by Kiel Figgins, Model by Matthew Casillan, Concept by Mortiz Cremer.
GAMEPLAY / ANIMATIONS
In this video I demonstrate all the animations!
ANIMATION Systems
Blend Space
8-DIRECTIONAL
The locomotion blendspace contains eight different runcycles for each direction and seamlessly blends between them depending on input.
BLUEPRINTS
DASH BLUEPRINTS: CAMERA
The following project uses "Camera Controller Desired Rotations" for it's third-person camera. This means that the player character will orient in the direction of the controller input, in this case making the camera always being behind the characters back.This was a problem with the Dash animation, as I wanted it to work in any direction. Instead of animating eight different dash animations in each direction, I opted to instead disable the fixed camera during
this particular animation.
Reflections
If I were to continue working on this project I would definetely expand upon the movset and lean into the parkour aspect of it, adding things such as a ground slide and perhaps a wallrun! I would defintely also add more basic movements such as a jump, which sadly did not make the cut due to time constraints.
Bonus behind the scenes video of me recording a reference for the runStop animation, I had to adjust the timing a bit but this is it! :^)

credits
Kunoichi Rig by Kiel Figgins,
Model by Matthew Casillan,
Concept by Mortiz Cremer.
Stylized Eastern Village by Aleksandr Ivanov
RIGGING
Here is a showcase and overview of various rigs I've made,
click to navigate to a rig, or just scroll to see them all!

BENEDICT
An original character of mine who is an eggyolk! They're a bit aloof and lazy. Benedict likes energy drinks and the
colour green.I designed, sculpted, retopologized,
rigged and weightpainted them myself!

FACE RIG
Eye rig & SDK's for eyelids,eyebrow controllers w/ SDK's,various SDK's for expressions,mouthbag with jaw controller,multiple controllers for "hair".
IK SPINE
Allows for stretchy-ness, a must for any cartoony character!
AND MORE!!
The rig also contains other features such as IK/FK Switch systems
and SDK's for the fingers, among other things!

THE NORNS
The boss you face at the end of
SPITE: Threads of Fate.The goal was to create a creepy and unnerving boss, we decided to go with
many limbs and faces (one for each phase)!
Model and textures made by Christopher Blom.

SPACE SWITCHES
Her scissor blades uses space switches, which allows for seamless switching between locations. This was a necessity as I wanted her
to be able to grab her swords at specific times.
FACE YOUR FEARS!
The Norns swap faces during each phase of the bossfight, terrifying! ...and a bit gross!
GRIM
The gargoyle king himself! A statue brought to life, the player character and protagonist of GRIM: The Gargoyle KingGrim is a bit silly and clumsy!
Model and textures made by Hedvig Kronnäs.
IK SPINE
Streeeeeeeeetch...
FOOT HEEL-BALL-TOE RIG
SDK's for rolling the foot from it's heel to it's toe, rolling on the ball of the foot and banking the foot left to right! This is super convenient for run cycles!
WAIT, THERE'S MORE!!
Grim has IK/FK switch systems for arms and legs, and there's also
controllers to move his horns, fangs and the corners of his mouth, SMILE!
MODIFY AND CUSTOMIZE!
This is a standard IK/FK rig with a stretchy IK Spine and a Heel-Ball-Toe setup for the feet. A perfect base to use as is or to build upon!We used the base rig for the main character in SPITE: Threads of Fate, (and for all the enemies). We saved lots of time doing this, and could simply add desired features on top of the base rig. In this case we added a joint for her hammer.
HIGHLIGHT INTRO
THE IDEA AND GOAL
For this project I wanted to create a fast and snappy animation inspired by the highlight intros of Overwatch and Marvel Rivals. I think that they're very appealing in their ability to quickly convey character in such a short span of time, while looking cool at the same time!The goal was to practise timing, and to create something with appeal and character!
I started by blocking out the overall timing...After some feedback I decided to
further speed up her descent as she falls.
After I was satisfied with the timing I began blocking out the camera and its movement, I wanted the camera to imitate a handheld one. I recieved the feedback that the camera were tracking her too perfectly, the tracking was slowed down in order to make it imperfect.
Added a scene,
skydome and
some lights...
Final version after feedback and polish!I decided to hold her pose a bit longer in the end by having her look over into the camera, giving the viewer some more time to 'digest' and process the animation before cutting it off.
Reflections
This project has really allowed me to practise my timing and spacing, it was really fun to adjust the timing of the jump and the speeding up of the falling part! If I were to do anything different I would definitely push my keyposes and make them more clean and distinct.
credits
Shinobi Rig by Christoph Schoch,
Character Design by Servane Altermatt.
Grandmas House Diorama by Matteo Tillmann.
Japanese house by Kaja Rossler.
PROGRAMMING |
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Adrian Bjurström |
Daniel Berg |
Frederik Bjerno |
Jacob Torudd |
Jonathan Karlsson |
LEVEL DESIGN |
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Emanuel Perpåls |
Josephine Ahlbin |
Martin Rogmark |
TECH ART |
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Elias Örn |
Åke Sjögren |

ROADKILL Interactive
GAME ARTISTS |
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Christopher Blom |
Emil Nilsson |
Hedvig Karlsson |
Sejla Jahic |
ㅤ |
ANIMATION |
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Leo Jansson |
Nat Pettersson |
Soon-Ie Lagerberg Olausson |
SPECIAL THANKS! |
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Composer |
Ella Eriksson |
PROGRAMMING |
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Axel Franzén |
David Ek |
Måns Berggren |
Paul Lager Cullin |
William Sigurdsson |
LEVEL DESIGN |
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Alexander Edelborg Christensen |
Martin Trosell |

Sprout Studios
GAME ARTISTS |
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Agnes Hallin |
Christopher Blom |
Emil Hagström |
Tamachat Hejderup |
ㅤ |
ANIMATION |
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Alexander Wallberg |
Nat Pettersson |