Portfolio Pieces
I am part of The Game Assembly's internship program. As per the agreement between the Games Industry and The Game Assembly, neither student nor company may be in contact with one another regarding internships before April 15th. Any internship offers can be made on 27th of April, at the earliest.
I am part of The Game Assembly's internship program. As per the agreement between the Games Industry and The Game Assembly, neither student nor company may be in contact with one another regarding internships before April 15th. Any internship offers can be made on 27th of April, at the earliest.
INTRO CINEMATIC
wip videoblock, block+, camera, polish body, handsSword, detailsFace, environment
1.IDEA
I choose this project to express my passion for body movement. One of the reasons why I like animation - its to witness beauty of human body movement. its arcs, rythm, balance. and I studied it in details to be able to convey that movement and energy.
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2. REFERENCE
In my eyes Kynan knows what to do. her movement without hesitation strong and elegant with great balance. she is someone who displays high proficiency, discipline, and ease in handling a blade, turning it into an extension of their body rather than just a tool.so I pick reference that match my character the most. this is shaolin kung fu - dragon swordI retimed this tutorial to make rhytm more interesting and dynamic.
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3. BLOCKING CHARACTER MOVEMENT IN STEPPED MODE
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4. CAMERA
It was a challenge for me, but with valuable feedback from my friends I got it right!
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5. POLISH FIRST PASS
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6. NICE HANDS
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7. A LITTLE BIT MORE PERSONALITY
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Tutorial
Strong key poses
Camera
Body polish without details and hands
With details, hands, sword
Facial closeups
Final pass
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My version
Added in between, twicking timing
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Environment, render
I am part of The Game Assembly's internship program. As per the agreement between the Games Industry and The Game Assembly, neither student nor company may be in contact with one another regarding internships before April 15th. Any internship offers can be made on 27th of April, at the earliest.
COMPANION UE IMPLEMENTATION
Focus in this project were on few things:-UE implementation
-motion capture data for the player movement
-quadroped movement
-make connection between those 2
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Test Kynan with the dog (with the pink dot)
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Kynan moveset
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Cat moveset
Reference
one more time final pass with environment
I am part of The Game Assembly's internship program. As per the agreement between the Games Industry and The Game Assembly, neither student nor company may be in contact with one another regarding internships before April 15th. Any internship offers can be made on 27th of April, at the earliest.
I am part of The Game Assembly's internship program. As per the agreement between the Games Industry and The Game Assembly, neither student nor company may be in contact with one another regarding internships before April 15th. Any internship offers can be made on 27th of April, at the earliest.
STYX
Game Project 1: "Styx"
Duration: 5 weeks 50%This was my first game project, providing invaluable experience working in an international environment. I learned how to collaborate effectively in a team, rig and weightpaint models, and export, test, and iterate animations in Unity.Contributions:- Created a placeholder rig for the player (joint placement).
- Developed player jump animations.
- Rigged and animated an environmental obstacle (hand animation).Challenges:- Navigated communication in an international team (English and Swedish).
- Facilitated collaboration between disciplines.
- Established an animation pipeline.
- Worked closely with programmers on implementation.
Jump in game
Hand idle
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Credits:Programmers: Abraham Alberto, Elias Ronefors, Jonas Anders, Philip Eriksson, Tobias LundkvistGraphics: Adina Dahl, Ahmad Motamed, Marcus Carlsson, Oliver AnderssonAnimators: Lisa MartijnLevel designers: Ediz Mehmet, Eric StockeliusMusic & sound design: Abraham Alberto
I am part of The Game Assembly's internship program. As per the agreement between the Games Industry and The Game Assembly, neither student nor company may be in contact with one another regarding internships before April 15th. Any internship offers can be made on 27th of April, at the earliest.
TREASURES THROUGH TIME
Game Project 2: "Treasures Through Time"
Platform: Mobile | Duration: 5 weeks | Contribution: 50%In this project, I was responsible for rigging and animation. I rigged the enemies: a rat and a statue. I also animated the rat’s idle, walk, and fight interactions with the robot.Challenges:Communicating with the graphics team to adjust models for rigging.
Statue rig
Rat idle
The rat hits the robot
In game
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Rat rig: IK-FK switch for legs with onHeel, onToe,ToeFlip, Bank
Rat walks
The rat kills the robot
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The robot attacks the rat
Credits:Programmers: Melvin Turesson Nilsson, Elias Öström, Brandon Mach, Freja Tollebäck, David OlssonGraphics: Veronica Perez, Suzanna Kwidzinska, Emmy Lövdahl, Marcus IsaxonAnimators: Anders NilssonLevel designers: Alvin Berthet, Love Lustig
I am part of The Game Assembly's internship program. As per the agreement between the Games Industry and The Game Assembly, neither student nor company may be in contact with one another regarding internships before April 15th. Any internship offers can be made on 27th of April, at the earliest.
CRIMSON KEEP
Game Project 3: "Crimson Keep"Platform: Platformer | Duration: 12 weeks | Contribution: 50%
This project is particularly meaningful as it was my first experience combining two roles: Animator and Project Manager. Over nearly three months, I developed my skills in 3D animation while also gaining valuable insights into project management processes.
As an Animator, I focused on creating fluid and engaging player animations, which enhanced gameplay experience. Additionally, I made some VFX for the explosions.Key Responsibilities:- Developed and refined player animations to ensure smooth character movement.
- Created dynamic VFX explosions that added depth to gameplay.
- Collaborated with team members to integrate animations and effects seamlessly into the game.Challenges:- First experience working with the School Engine
- Established an animation pipeline with sprites
- Adapted to new software.
- Balancing multiple responsibilities and meeting deadlines.
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How we solved that
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Separate Sprites for Body Parts:Legs and Movement: The lower body has its own sprite that handles idling, running and jumping animations. This allows for smooth movement in different directions.Upper Body for Aiming: The upper body (torso and arms) is a separate sprite that can aim and shoot in 7 directions. This separation allows the character to move independently of the direction they are shooting.
Layering System:
We placed legs sprite beneath the upper body "aim" sprite. This layering allows the upper body to rotate or point in different directions while the legs continue running, idling or jumping.
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Other animations
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First time using krita to draw some vfx explosions
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Project Manager Role:As a Project Manager, I focused on supporting the team by saving time and enhancing collaboration. I ensured our meetings were brief and productive, providing daily updates to keep everyone informed. I created a unified document for art details, helping our animators and graphics team collaborate smoothly.
Despite the challenges, I loved this role. It deepened my connections with our talented programmers and level designers, allowing me to understand their needs and foster teamwork. It was rewarding to see our team thrive together!
Concept for the player movement in our refference game Abuse 1996,challenges
Abuse 1996:
Shooting Mechanics:
The player can move while shooting in multiple directions.movement should be fluid, visualy clear for fast paced and engaging gameplay.
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Aiming diractions
In game
Run backward
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Climb
Idle, run forward, backward, jump
Our teambuilding
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Test with anim layers on alphaModel
For the alpha model, I began by animating the run cycle, then used animation layers to create aim animations that aligned with the rhythm of the lower body movement.
During this test, I realized the importance of separating the lower body to maintain fluidity when changing aiming directions. For our future sprite creation pipeline, we incorporated the ability to hide either the upper or lower body on the model, ensuring each part's position remains consistent.
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Take damage
Idle
Jump
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Death
Climb, take damage
Credits:Programmers: Jonas Anders, Tobias Lundkuisl, Wictor Ciechonshi, Camilo Chavez Torres, David GrahnGraphics: Kim Belsgren, Elias Andersson, Milla Jaakkola LandinAnimators: Tim LeeLevel designers: Oliver Riem Vis, Juan Mårlensson Blomberg, Eric SlochseliusAudio: David Grahn, Camilo Chavez Torres, GrandProject (from Dixabay), Universfield, Table1, Ilodolly, Scott Buchley, Shimlone
I am part of The Game Assembly's internship program. As per the agreement between the Games Industry and The Game Assembly, neither student nor company may be in contact with one another regarding internships before April 15th. Any internship offers can be made on 27th of April, at the earliest.
GAME OF GNOMES
I am part of The Game Assembly's internship program. As per the agreement between the Games Industry and The Game Assembly, neither student nor company may be in contact with one another regarding internships before April 15th. Any internship offers can be made on 27th of April, at the earliest.
SPITE: ASHES OF EPHTAEL
I am part of The Game Assembly's internship program. As per the agreement between the Games Industry and The Game Assembly, neither student nor company may be in contact with one another regarding internships before April 15th. Any internship offers can be made on 27th of April, at the earliest.
MARUK: SHIPWRECKED
Game Project 6: "Maruk Shipwrecked"Key Responsibilities:Challenges:
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How we solved that
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Separate Sprites for Body Parts:Legs and Movement: The lower body has its own sprite that handles idling, running and jumping animations. This allows for smooth movement in different directions.Upper Body for Aiming: The upper body (torso and arms) is a separate sprite that can aim and shoot in 7 directions. This separation allows the character to move independently of the direction they are shooting.
Layering System:
We placed legs sprite beneath the upper body "aim" sprite. This layering allows the upper body to rotate or point in different directions while the legs continue running, idling or jumping.
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Other animations
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First time using krita to draw some vfx explosions
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Text
Concept for the player movement in our refference game Abuse 1996,challenges
Abuse 1996:
Shooting Mechanics:
The player can move while shooting in multiple directions.movement should be fluid, visualy clear for fast paced and engaging gameplay.
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Aiming diractions
In game
Run backward
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Climb
Idle, run forward, backward, jump
Our teambuilding
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Test with anim layers on alphaModel
For the alpha model, I began by animating the run cycle, then used animation layers to create aim animations that aligned with the rhythm of the lower body movement.
During this test, I realized the importance of separating the lower body to maintain fluidity when changing aiming directions. For our future sprite creation pipeline, we incorporated the ability to hide either the upper or lower body on the model, ensuring each part's position remains consistent.
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Take damage
Idle
Jump
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Death
Climb, take damage
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I am part of The Game Assembly's internship program. As per the agreement between the Games Industry and The Game Assembly, neither student nor company may be in contact with one another regarding internships before April 15th. Any internship offers can be made on 27th of April, at the earliest.
Hej!
I’m Viktoriia - an Animation student at The Game Assembly.What started as curiosity turned into a passion for giving movement and emotion to fictional characters through 3D animation. Today I’m looking for an internship to turn my hobby into a real career.I love animating body mechanics and fantastical creatures. My style is rather realistic but I always make sure that my work suits the character well. I’m really into setting up my animations in the engine as it is a good technical challenge that gives me control over the final look of my work.When working in a team I’m responsible and structured. I enjoy setting up processes to ensure that we can deliver high quality results in a timely manner.Outside of animation I love taking long walks, photography and dancing. I watch a lot of animated films in the company of my cat Mateo and play some unique looking games whenever I have the time. Cannot wait to try out No Rest for the Wicked once I get to my summer break!
The Game Assembly - 3D Animation Student | August 2024 - Now
Malmö, Sweden
I enrolled at TGA to study game animation. I already knew some basics before starting the program, but I could never imagine how far TGA will let me push my skills. Great teachers and awesome peers make TGA an incredible environment for education.I’ve greatly improved my abilities in Keyframe and Mocap Animation, Gameplay Animation, Cinematics and in-Engine Implementation. TGA also let me grow my collaboration muscles by having us work on 6 different group projects with students across different disciplines. I even got to be a project coordinator on one of them :DText
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Animation Course “Alive” by Pierrick Picaut | November 2023 - July 2024
Online
In this course I’ve learned Animation fundamentals, including the use of the 12 principles of animations. This was my introduction to reference research and allowed me to gain insight on the full animation pipeline from preproduction to final rendering in Blender.
Experience
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Gobelins Paris - Real-Time Animation with Unreal Engine | June 2025
Paris, France
During this programme I made a tiny first person game in Unreal Engine 5. I mainly focused on making an interesting level and setting up logic in Blueprints to give the player something to do. I’ve attended lectures by professionals in the games industry and met a lot of talented developers from all around the world.Many thanks to a collaboration between The Game Assembly and Gobelins Paris for such an opportunity.
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National Medical University | September 2016 - June 2022
Kyiv, Ukraine
I got my degree in dentistry as my higher education while I lived in Ukraine.
I am part of The Game Assembly's internship program. As per the agreement between the Games Industry and The Game Assembly, neither student nor company may be in contact with one another regarding internships before April 15th. Any internship offers can be made on 27th of April, at the earliest.