EA DICE I worked as a Technical Artist on Battlefield 3 during 2011. I was part of a team dedicated to the multiplayer part of the game.
My tasks included but were not limited to modelling and texturing of new assets, optimizing/tweaking existing assets and creating destruction on assets.
Check below for examples of what I did, I also embedded the multiplayer gameplay trailer. Hover over the images for more detailed information.
Murloc Short Together with my friend Fredrik we decided to do a short about the Murloc I posted earlier. We had a blast making it. Hopefully there will be more collaborations in the future.
Milford Film & Animation Here's some commercials I worked on together with the talented crew over at Milford during fall-winter 2010. (Click to see fullsize video on a new page)
Murloc Another creature I wanted to take a shot at, the infamous Murloc from World of Warcraft.
Sigourney Weaver as Ellen Ripley (in Alien³) This one is a bit of a hybrid 3D/2D piece. After I modeled, sculpted, textured and rendered her out I continued tweaking things in Photoshop. All hair is painted.
Jet Li
TMNT I wanted to do something more cartoony so I decided to make my version of Turtles, more childlike and clumsy. I looked up lots of different turtles for inspiration, but it was mostly the red-eared slider turtle that I went with, just not as patterned.
The character mesh is just under 10 000 tris, not including the weapons. Textures are at 4096x4096 and is a combination of polypainting in Zbrush and Photoshop.
Facehugger One of my favourite movie monsters, so I just had to make one myself. Since I've mostly done game art before I wanted to learn more about displacement maps and Mental Ray materials in Maya.
The mesh is around 30 000 tris, texture maps are at 4096x4096 and mostly handpainted except the displacement map (but I did some manual fixing on that one too).
Amber Monarch This is what Tomas Hillergren and I called our project when we did our bachelor thesis over at North Kingdom. The thesis circled around teaser trailers and how they are used to spark interest in a movie or game.
I did the foreground 3D objects and lighting while Tomas produced the background mattes.
Specialization Project, gsCEPT The third and final year at gsCEPT you get to specialize in something of your own choosing. I decided to focus on game art and so I set out to make a character, a creature and a small environment.
I placed it all in the Unreal 3 Editor. If you're interested in the progress you can read more at the project blog.
Waterbug Personal piece, 2008.
Hallway This was a task we got at gsCEPT where we were handed a scene to texture and light. This is my result.
All Images are the property of Mikael Andersson unless stated otherwise and may not be used without the written consent of Mikael Andersson.
All copyrighted characters are drawn as fan art and are properties of their respective companies, all rights reserved.