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ANTON HJORT

Technical Artist / Animator

Welcome!
My name is Anton Hjort and currently based in northern Sweden.


During the past 9 years I've been working on various consulting projects & game development as a Technical Artist; also some animation, VFX & 3D modelling.


In my freetime I like to play disc golf, enjoy the outdoors & playing video & board games.

Ghost Signal :

A Stellaris Game

Windswept Interactive

Role :  Lead Technical Artist

Ghost Signal: A Stellaris Game, co-developed by Windswept Interactive and Fast Travel Games. IP and 3D models both courtesy of Paradox & our own custom models.


First made for the Meta Quest 2 and later ported to PC & PSVR.

I acted as Lead Technical Artist, mostly focused on the gameplay technical art aspects.

- Implementation of Art assets
- Performance Optimization
- Porting
- Scripting
- VFX
- Shaders

GhostSignal_KeyArtAndLogo_2560x1440

Released on :
Meta Quest 2, 3 & Pro

Playstation VR 2

PCVR

Quantum Break

Remedy Entertainment

Role : Character Tracking Artist

Preparing meshes for tracking and animation of facial animation and assisting with the pipeline in general.


Assist and maintain the recording of inhouse facial performances.

QB-Game-Jack-Joyce-1

Released on :
PC & Xbox One

Other Projects 

Robot Lord Rising

Windswept Interactive

Position: Technical Artist / Animator


Inhouse project within Windswept, which I was working as a Technical Artist on.


Other than handling the regular Tech Art tasks I also handled; VFX, Rigging & Animation.

Consulting projects - VR

Tarvalley

Position: Generalist / Technical Artist


Both responsible in solo & team projects with close contact with customers. Varied responsibilities, such as general 3D modelling, programming/scripting and project management.

Involved in various projects with focus on VR and game development. For Oculus GO, Quest, Rift, Gear VR and HTC Vive.


Rigging, Animation and Compositing.


A short film about an astronaut whom wakes up in an unfamiliar environment.


Created during the last course in the Computer Graphics programme.

Hi- and Low Poly Modeling, Texturing


Learning the basics on how to create a character aimed towards games. From design to a finnished character which can be controlled in Unreal Tournament 3.



Gscept

Realtime Graphics

Hi- and Low Poly Modeling, Texturing, Game Engine level setup, scripting.


A playable environment which includes a puzzle written in lua. The Nebula Engine was used in this project.

From concept sketches to final level.


Duration: 1 Month