I am a Senior Environment Artist working at Envar Studio on an unannounced game.
Previously I worked at Ember Trailer on Distant Bloom, and before that at Hazelight as an Environment Artist on It Takes Two, as well as an unnanounced game.
Before that I was a 3D- and Level Artist at DICE, working on Battlefield V, Battlefield Firestorm, Star Wars Battlefront II live service and Battlefield 2042.
My main focus is on Environment Art, and also with an interest within Level Design. I come from a previous education within Animal caretaking and Veterinary medicine, and I have a big interest in animals and nature.
But as art and games have always been passions of mine, I decided to do the best of both world so I started studying 3D Art and Game development at Futuregames in Stockholm, Sweden.
As much as I love to make pretty portfolio pieces, I consider myself a
3D Artist with a focus towards gameplay, and how to integrate art to enhance the Game design. Especially how to guide the player and introduce new mechanics through Level Design and Level Art is something I find to be a very intriguing challenge to overcome.
Working as a Senior Environment Artist on an unannounced
project. Acting as co-lead and responsible for mentoring within
the Environment Art team.
DISTANT BLOOM
On Distant Bloom, I worked as a Senior Environment Artist and
was responsible for multiple environments in the game, as well as
some architecture and general props. I took these from initial
concept and planning to finished product. Tasks included level
design, 3D asset design and creation, set dressing, lighting and
optimization, as well as being involved in the project planning and
direction. All this in close collaboration with the rest of the team.
UNNANOUNCED PROJECT
On Hazelight's new, unannounced project I worked as an
Environment Artist, responsible for a number of chapters and its
levels together with one other artist and one Level Designer.
Tasks included blocking out levels and 3D assets, lighting and
planning, as well as developing the setting and visual style in
accordance with Art-, Game- and Narrative Direction.
IT TAKES TWO
On It Takes Two, I worked as an Environment Artist, responsible
for a number of levels. This included planning, blocking out and
finalizing 3D assets, set dressing, lighting and optimization. I
worked closely together with the level designers, as well as
working with other disciplines to make sure the level had
everything it needed.
BATTLEFIELD 2042
Pre-visualization with art- and setting exploration for the game
during early pre-production. For this I created 3D assets, set
dressing and managed outsourcing.
BATTLEFIELD FIRESTORM
I was part of making Battlefield Firestorm, Battlefield V’s battle
royale mode, as a 3D- and Level Artist, both before release as
well as during live service. I was responsible for making 3D assets
and set dressing the game’s lobby, as well as optimizing it and
updating it with new rooms. I also made assets for updates in the
level.
STAR WARS BATTLEFRONT II - Live Service
During the d During the development of Star Wars Battlefront II’s Capital
Supremacy live service update, I was part of building modular
assets for the Dreadnought ship, as a 3D Artist.
BATTLEFIELD V
On Battlefield On Battlefield V, I worked with 3D- and Level Art: setting up
levels, sculpting and painting terrain and set dressing for the
single player cinematics. I also created 3D assets and modular asset
sets for both single player and multiplayer in-game use, as well as for
cinematics. I also worked with writing briefs and giving feedback on 3D
assets created by outsourcing.