GameJam: 2021

GameJam: 2020

GameJam: 2019

Network WIP Game

GameJam: 2020

GameJam: 2019

GameJam: 2019



These are not demo-reels. It's just fun to share more of what I've done, not all animations has to be equal.


Title: Warhammer: Darktide

Company: Fatshark



Release Date: 

My work: 


What I do

Can't say yet, but I worked on many of the cinematic shots in the Gameplay Trailer.

About: The critically acclaimed Vermintide 2 is a visually stunning and groundbreaking melee action game pushing the boundaries of the first person co-op genre

Title: Warhammer: Vermintide 2

Company: Fatshark

Platforms: PC, Xbox & Playstation

Engine: Stingray

Release Date: Mars, 2018

My work: 2020-

DCC: MotionBuilder 

What I do

I do most of everything here. As the Lead Animator on the project I aim to always improve the animation quality on everything we do.
Other than the gameplay-related things I've also been the animator on all the Career Trailers, working closely with our Cinematic director.

About: Rage 2 is a first-person shooter video game developed by Avalanche Studios in conjunction with id Software and published by Bethesda Softworks. The game is the sequel to the 2010 game Rage.


Title: Rage 2


Company: Avalance Studios


Platforms: Playstation 4, Xbox One, PC


Engine: Apex

Release Date: May 14, 2019

My work: 2017-2019, 2½year

DCC: MotionBuilder 

What I did

I worked on bits of everything on this project. Mainly cinematics and in-game events but also enemy combat related animations, player interactions & hub-life.

Most of the work was editing MotionCapture, but also capturing the data (both myself in the suit and directing others) & pure handkeying. Other than this I also handled our animation outsourcing & assisted in the implementation.

This video is only a small part of what I did for the project.

Music: Barbara Keith - All Along The Watchtower

00:00 - 00:13: First Cutscene, rough blockin by Hampus Linton during *, edits & tweaks + polish by me. Also all for other wallrat inisde the room.
00:13 - 00:46: Fourth Cutscene, made everything in this shot, from acting the mocap to handkeying firstperson-related stuff.
00:46 - 00:53 Crusher intro, Motioncapture made by Francis. Edits, Camera & Polish by me. (Jump down at the end made by Francis)
00:53 - 01:55 Civilian & Enemy world events. Cleanup, edit, VO sync & polish by me.
01:55 - 01:59 Small player interaction, all handkey by me.
01:59 - 02:04 Audiolog in gut of dead NPC. Rough base for different setup by José Diaz. Edits for new setup + polish by me.
02:04 - 02:08 Planting bug interaction. Actually made with me acting it out in mocap and handkey edits afterwards. Not sure if it helped with mocap tho...
02:08 - 02:58 Enemy "Monster Closet" introductions. Edit & polish + implementation (for many of them).
02:58 - 03:08 Enemy sitting unaware to combat. For when you sneak up on enemies. Mocap acting, editing & polish by me.

About: TheHunter Classic is a realistic hunting simulation.

It is a free to play PC game that recreates the hunting experience in an open world area called Evergreen Hunting Reserve. Gameplay revolves around tracking and harvesting animals.

Title: TheHunter Classic

Company: Avalance Studios (Expansive Worlds)

Platforms: PC

Engine: Apex

Release Date: April, 2009

My work: 2016, 12 months

DCC: MotionBuilder 

What I did

I worked with First & Third person animations for the playable character and a couple of animals.

I also rigged and skinned the animals & weapons I worked on. All Keyframe.

Music: Fever Ray - The Wolf

Music: Andrew Bird - Dark Matter  

About: Skylar & Plux: Adventure on Clover Island is a vibrant 3D platformer, a homage to the beloved platformer genre of the previous decade. 

Title: Skylar & Plux: Adventure on Clover Island

Company: Right Nice Games

Platforms: PS4, XBOX, PC

Engine: Unreal Engine 4

Release Date: May 19, 2017

My work: 2015, 6 months

DCC: Maya / MotionBuilder

What I did

For this game I did all the turret animations and the base for the playable character.

The character went through 3 distinct phases each with their own animator, I did the second pass. Most of those animations are remade for the final character, but I didn't work on that transition so I can't say for sure which ones are mine.

Music: Ryan Miller - The Site

About: This game was made for the 2021 Epic MegaJam.

The theme was "Running out of Space".

In the game you have to pick up ground-tiles to use as projectiles to defeat the enemies. And thus managing to not run out of space while still defeating your enemies.

Title: Reclaym the Kingdom

Team: Work Hard, Clay Hard

Platforms: PC

Engine: Unreal Engine 4

Release Date: Sep 2, 2021

My work: 2021, 5~ days.

DCC: MotionBuilder / Maya

What I did

This game was made by me (Animation), Oskar (Art), Daniel (Level Design), Josh (Audio) & Luke (Design) over a 7day period.

The new challenge with this game was that we went for a Claymation style of animation, so all my animations are stepped in 15FPS (figured that'd be roughly 2's). I made all the rigging, skinning, animations & implementations of animations. I also did the "VFX" where I geo-sculpted each individual frame in the effect to get that clay-feeling. 

This Jam won the special Category for best animations!

Here's the link to all the winners for this jam: https://t.co/YuXrAhXrVS

Game available here if you want to try it out: https://itch.io/jam/2021-epic-megajam/rate/1183247


About: This game was made for, and won, the 2020 Epic MegaJam. The theme was "It's been a long time, but it's not over yet".

It is a First Person melee combat game, where you're trying to reach Forfax's Castle. (With a twist when you finally get there)

Title: Forfax's Castle

Team: Wispy Bois

Platforms: PC

Engine: Unreal Engine 4

Release Date: Dec 11, 2020

My work: 2020, 5~ days

DCC: MotionBuilder / Maya

Winner of Epic MegaJam 2020

This game was made by a team of three: Me (Art, Animation & BluePrint), Oskar (Art, Audio & BluePrint), Daniel (LevelDesign)

I made everything animation-related in this game, also a lot of blueprint & all of the Combat System (as it was heavily Animation-based)

The new challenge in this jam was to do First Person animations (first time in hobby) as well as doing synced interaction-animations.

Game is downloadable here: https://connecta.itch.io/forfaxs-castle

(Also I made the trailer)


Epic sadly never did a Forum post about the winners:<

About: This game was made for, and won, the Unreal Engine Spring Jam 2019, over a weekend.

The Theme was "Other Side of the Coin"

You're the person responsible to clean up the dungeons after an adventurer has run through...

This is a non-violent game.

Title: Dungeon Service

Team: Unreal Fanbois

Platforms: PC

Engine: Unreal Engine 4

Release Date: May 8, 2019

My work: 2019, 3 days.

DCC: MotionBuilder 

Music: OskarS - Light

Winner of Unreal Engine GameJam 2019

This entry won the Ue4 Spring GameJam 2019. The Jam Allowed the use of Marketplace assets but our entry used only 3 or 4 enviornment assets from a marketplace kit. Link to the Unreal Engine Reveal post here: Link

What I did

This game was made by me (Animation & Blueprint) and Oskar Selin (Art & Blueprint), over 3 days for a GameJam.

I did the Rig/Skin & Animations. I also did all the animation authoring & roughly 50% of the "code" (all done in BluePrints).

Game available here if you want to try it out: https://connecta.itch.io/dungeon-service

I made the trailer for the game, but if you want to see some gameplay there are some vids of people playing the game - this being one of my favourites.

Want to see BP-spaghetti?

Here is the Event Graph of the MainCharacter. I set most of this up but keep in mind: this was for a GameJam, if I would've had more time I would've tried to be more organized & optimized.


About: This game was made for the Unreal Engine Spring Jam 2020 over a 4 days. The theme was "What's hidden in snow comes forth in the thaw".

This Game is about a little character that's stuck on a square-island where she has to dig up lost items and send them back to their owners.

Title: Lost and Found

Team: Lost and Forgotten

Platforms: PC

Engine: Unreal Engine 4

Release Date: June 10, 2020

My work: 2020, 4 days

DCC: MotionBuilder / Maya

Art & Animations

This game was made by me (Art, Animation & BluePrint), Oskar (Art, Sound & BluePrint), Daniel (LevelDesign)

In the usual fashion: I made all animations, but as it was a lot easier animations in this game I spent a longer time on doing props.

Game is downloadable here: https://connecta.itch.io/lost-and-found

(Also made the trailer)


it was a lot of fun making the surfing smooth... Though in hindsight it was a bit too small detail for the gamejam for me to spend time on:)

About: This game was made for the Unreal Engine MegaJam 2019.

The Theme was "Down to Earth"

Play Singleplayer or up to 4 players in Local Coop!

Bury the dead.

Stay Alive.

Cremate the Undead.

Title: Dapper Dan's Graveyard Smash!

Team: Dapper Dans

Platforms: PC

Engine: Unreal Engine 4

Release Date: Nov 22, 2019

My work: 2019, 7 days.

DCC: MotionBuilder 

What I did

This game was made by me (Animation & Blueprint) and Frederik Sjölund (Art & Blueprint).

Game available here if you want to try it out: https://connecta.itch.io/dapper-dan-and-the-graveyard-smash


About: This game was made for the Unreal Engine Summer Jam 2019 over a weekend. The theme was "Make It Count".

This Game is about sacrificing yourselves so that the team can complete the levels.

It is a 4 player Local Co-op game.

Title: Make Me Count

Team: Team of Mates

Platforms: PC

Engine: Unreal Engine 4

Release Date: Aug 10, 2019

My work: 2019, 4 days

DCC: Maya / MotionBuilder

Art & Animations

This game was made by a team of four: Me (Art, Animation & BluePrint), Sergei (BluePrint), Daniel (LevelDesign) & Fabian (GameDesign).

As the sole artist I made all art and animation for this game. I also set up all art in game & much of the animations. I made most of the art setups in the levels as well, after Daniel hade made his designs.

Game is downloadable here: https://connecta.itch.io/make-me-count

(though it is quite a niche-game as it requires 4 people on the same machine)


What I did

I made all the rigs and animations for this game. It was mainly 1 character-type with different clothes and building spawn-animations. Also the implementation of the animations in Unity.

About: Godling was a game made during my time at FutureGames. It is a strategy game where you play as a god that commands a devout minion to wander the lands and gospel to increase the religion. 

There's also a base building aspect in the game where you can place buildings in order to build a city for your minions.

Title: Godling

Platforms: PC

Engine: Unity

Release Date: Aug, 2015

My work: 2015, 3 months

DCC: Maya

About: Ever played a gmod  called Trouble In Terrorist Town? This is that same idea, with the goal to make it more polished & less flimsy gunplay.

DCC: MotionBuilder

Learning Replication in UE4

I set out to make a networked game in Unreal Engine, using only Blueprints. I haven't spent that much time on the art/animation yet, the focus has been on learning more about replication & the setup of a FirstPerson/ThidPerson character. Current set up is made for a listen server, but it shouldn't be too much work to make it work for a dedicated server instead. 

Currently in and working:

 - Lobby and finding server, over steam if connected - otherwise LAN.

 - Movement and Weapons.

 - SurveilanceCameras that can be interacted and destroyed (leaving the last rendered image on the screen)

 - LightSwitches.

 - Track Footprint ability. Interact with a footprint and all footprints placed at the time will light up, in order of when they were placed.

 - Dance Emotes.

(Gameplay with an emulated 150ms ping for more acurate scenario - also to more easily find bugs. Works fine over network, though I had to play over LAN with myself for this recording)

Character Blueprint

If you happen to actually look at the code I'd love to get some feedback on it! 


© 2022 Morris Belfrage. ヽ(◔◡◉)ノ - I is animatur