Alexander Persson
- Developer -

About Me

Started out modding games back in 2012 and then got introduced to 3D animation a year later in 2013, I've been able to animate ever since but did however take a hiatus from 2016 to mid 2019 to focus on my studies. During those years I was however fortunate enough to take a course in animation, where I finally learned of the 12 basic principles of animation, as well as the existence of the curve editor and how to use it. For my graduation project I animated an assortment of weapons for implementation in Battlefield 2, a game I grew up with. With my graduation project as a work sample, I then successfully enrolled as an artist in PlaygroundSquad, a trade school for game development.

Knowledge

Artistic Software

  • Autodesk 3ds Max
  • Autodesk Maya
  • Adobe Photoshop
  • MAGIX Vegas Pro 15
  • MAGIX Sound Forge Pro 12
  • Marmoset Toolbag 3
  • Substance Painter

Programming Languages

  • Python 3
  • GDScript
  • Javascript
  • HTML/XML
  • CSS
  • SQL
  • C#

Programming Software

  • Visual Studio Code
  • JetBrains PyCharm
  • JetBrains WebStorm
  • MySQL Workbench
  • GitKraken
  • Sourcetree
  • TortoiseHg
  • Notepad++

Résumé

Professional Experience

  1. None

    Engine: N/A
    Date: N/A

    Responsibilities:

    • N/A

Amateur Experience

  1. Concussed

    Engine: Unreal Engine 4.25.4
    Date: September 2020 - November 2020

    Responsibilities:

    • Animations
  2. Song of the Bardbarians

    Engine: Unity 2019.3.5f1
    Date: March 2020 - May 2020

    Responsibilities:

    • Animations
  3. Dino Jump

    Engine: TenGine
    Date: November 2019 - December 2019

    Responsibilities:

    • Animations
    • Environment
    • Technical Art
  4. Battlefield 2: Final War

    Engine: Refractor 2
    Date: October 2013 - January 2017

    Responsibilities:

    • Project Lead
    • Concept
    • Implementation
    • Balancing
    • Animations