GameJam: 2022

GameJam: 2020

GameJam: 2020

Network WIP Game

GameJam: 2021

GameJam: 2019

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 2022 Epic MegaJam. The theme was "As above, So below".

It is a Top down twin-stick shooter where you've picked up a mysterious soul-devovering artifact, and in so doing enraged the Cult of the Flying Frogs.

Title: Cult of the Flying Frogs

Team: Sleepy Snek Studios

Platforms: PC

Engine: Unreal Engine 5

Release Date: Sep 2, 2022

My work: 2022, 5~ days

DCC: MotionBuilder / Maya

What I did

This game was made by the same team setup as Forefax's Castle, Me on Animation and enemies, Daniel on Level Design and Oskar on Art and Sounds. This time we tried to scope smaller and finish the game over just the weekend, however as usual it bled over into the after-work hours during the week as well. I did all the rigging, skinning, animation, AI and any logic related to player/enemies.

Game is downloadable here if you want to try it out: https://connecta.itch.io/cult-of-the-flying-frogs

Screenshot 2022-09-03 230832

Sadly no win this time - think we went to safe on the theme

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