LEGO Disney Minisodes 2017

LEGO Disney minisodes I worked on during my time at Monkey Tennis Animation Studio. The experience of animating these fairly limited characters was great, almost like being a kid playing with toys again.

Reel 2017

Latest reel updated March 2017. Shows my latest work

RenderMan hammered metal shader 2017

Hammered gold, or a “hammered” look in general can be a very charming and desireable look, as it gives a feel of something handmade and naturally worn. It is also applicable to give objects an antique look.

Though this article is based on RenderMan 21.5 for Maya, it should be easily modified for any application using RenderMan.

Mapping Square Input to Circle in Unity 2017

Moving the player using the input from a keyboard of joystick is easy, though as soon as you start moving in a diagonal direction either using thumb sticks or pressing down two keys at once, you may notice the player will move faster compared to walking forward of sideways. Mapping to a circle can solve this issue.

Empty shelves after restarting Maya 2017

Sometimes Maya does not seem to remember changes you make to shelves. For example, creating a new shelf and adding commands to it will result in an empty shelf when you restart Maya. Googling the issue showed that it’s a common issue, and I’ve seen suggestions to erase all your preferences, which solves the problem.

I decided wanted to dig deeper and find the issue, since I didn’t want to setup all my preferences again. The culprit seemed to be somewhere in the userPrefs.mel file, and opening the file showed me that the same shelf was being created a vast number of times.

The “Lost Tracks, iOS & Bluetooth” Journey 2017

Back in the early days of the development of Feels (what would later become Lost Tracks), I knew that I wanted to use the microphone for gameplay somehow. I didn’t know what exactly, but I knew the game was about getting courage to speak so it seemed obvious that it should use the microphone.

A decision like that appeared harmless, but it turned out that is wasn’t as simple as pressing “Build and run” in Unity… It isn’t a complete nightmare, though, so keep on reading.

Nothing Happens 2017

Nothing Happens is a short animation film and a cinematic VR experience which questions the role of the spectator, by inviting the individual to participate in an event. VR allows us to choose our perspective, allows us to dwell on the details and absorb the unique atmosphere. The project explores a new kind of narrative, a new way of being in a painting, a work of art that is truly comprehensive and immersive. Nothing Happens offers a new way of looking. It is about spectatorship, about watching and being watched. It is about being present.

Lost Tracks 2016

Bachelor project from The Animation Workshop. A poetic art/adventure game where you are in the pursuit of courage and trying to mend your conflicting self. A journey through your subconscious world makes you deal with the fears and doubts that hinders you from talking to the stranger. Glimpses of your own courage leads you through dark forestry, foggy landscapes and empty spaces where you are faced with the difficulties that prevents you from talking to the woman on the train.

Special Delivery 2016

Special Delivery is made in collaboration with Google Spotlight Stories and directed by Tim Ruffle. It’s a 360 video designed to be viewed on a smartphone, and tells the story of a humble janitor who gets disturbed by a mysterious stranger on Christmas.

Among Friends 2015

Some friendships are long, others only last for a moment. In any case, friends have the ability to improve any situation for the better.

Streets 2015

The streets in Stockholm, Viborg, Oslo and Annecy.

Vie 2014

A one month short film production made for Viborg Animationsfestival, a local animation festival. It was made at The Animation Workshop in collaboration with Bath Spa.

Deliver Me 2013

A game I made in collaboration with Bo Mathorne, Emil Bering Kjæhr, Peter Meldgaard, and Morten Lennert. We wanted to experiment more with concepts and roughly half of the time was spend on dicussing them. In the end it turned out to be an abstract story/puzzle game.