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, 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
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.
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