I'm a self-taught Swedish 3d-artist with a passion for video-games. I like to spend my time creating 3d, playing the latest video-games or spending ridiculous amount of money on musical instruments and photography equipment.
As an Environment Artist for games my main responsibilities are the general look and feel for the levels that are in the game. Bringing them from blockouts to full working levels for this and the next generation of platforms, I usually work close with the Art Director, Lead Environment artist, Level Designers to design and form the vision of the level but also the together with technical art and tool programmers to set the workflow & art pipeline to get levels running smoothly at the intended frame-rate.
- Motorstorm Apocalypse + DLC (PS3)
- Wipeout 2048+Wipeout HD port (PSVita)
- Far Cry 3 + DLC (Xbox 360/PS3/PC)
- The Division+DLC (PS4/Xbone/PC)
Interviews & Articles.
Artstation Winners Interview for Beyond Human:
80.lv - Achieving 70s Sci-Fi Look in Unreal Engine 4.
80.lv - Tips on Stylized Environments
Presentations / Achievements
Develop Conference 2017 - Evolution of the Environment Artist
Substance Designer Feature Summer 2018 - Artwork for Marketing - Website/SoftwareSplash/ConventionBanners
Currently working as a Senior Environment Artist at Ubisoft Massive in Sweden
Environment Artist on The Division, creating & texturing props as well as placing them in the game-world to enhance the graphical quality of levels.
My main responsibilites as a level artist for the FC3 CO-OP campaign was to be responsible for the general look and feel of the levels, bringing them from blockout to full working levels together with prop artists and level designers.
Specific responsibilities includes:
The shaping and texturing of the terrain.
The placement of props, buildings, trees, bushes, rocks etc.
Bringing it all together for beautiful key-shot locations in every part of the level.
Making sure the level ran at the target frame-rate. Helping out designers to make sure we had proper occlusion and following basic culling principles.
FC3 COOP had no assigned lighting artist so the responsibility was placed on each Environment Artist to light their own levels. All lights and (at times lightmaps) were placed and created by me.
In all I was responsible for three levels of the co-op campaign including the DLC. Though there were times I had to help out on other levels, but in game-development everybody has a hand in everything.
Creating and optimizing levels/assets for Wipeout 2048 for the Playstation Vita.
In-House 3D Artist Contractor , directly helped with the production of Motorstorm Racing Levels. Modeling/Texturing tracks and props for the game.