Portfolio


Ahri animations


A character with many fun elements is exactly what I wanted for my portfolio to showcase game animations, which is where Ahri fit perfectly. The model was made by Jenna VanPelt and the rig by Matheus Lima.

An early challenge was the limitations of the her rig such as only IK spine and no face rig, she got the eyes and the poro got the mouth. Despite that I had a lot of fun animating her and designing her movment.

One of my favorite parts of MMO animations are the idles and their many variations. Which is why I saw having a good idle with at least three variations as a must.

Since Ahri is already an existing character within League of Legends I wanted to step away and think well what if she wasn't from a moba? What if she came from an MMO? And not using her typical spells and moves but creating my own that would fit in an open world MMO rpg.


I decided early for her personality to be
delicate and elegant which would translate into her animations. But I also wanted to interpolate the fox side of her and the magical power she holds. This is mostly seen in her basic attack and ability spell!

The Poro also got a personality but a simple one. Playfull, whimsical and happy to come along Ahri.

mmmm

Beacuse she's wearing high heels I
evidently had to wear high heels aswell while experimenting with run styles, idles and other movements.

Easy to repeat basic attack with a little fox hand gesture

One of her spells that would be used for AOE, charging up and then powerfully crashing it down with the length of her powers.

mmmm

Rig by: Matheus Lima
Model by: Jenna VanPelt
Character concept by: Citermer Liu

Unreal Engine


My goal with my Unreal Engine project was to create an MMO like feeling together with my animations. I also took this chance to learn about Unreal more.

I also experimented with a fake physic plugin for her ponytail in order for it to flow better when twisting and turning. The plugin adds fake physic to the bones already existing animations.
The Poro follows Ahri with a spring controller making it so it always lags a little behind, poor thing has to keep up!
It was important that the world Ahri would be in should fit her scheme therefore I recolored the existing textures and moved around stuff to my liking.

Magical spell showcasing her power!

In this project we can see my collaboration with David and Philip, two Technical Artists who did the awesome effects to my animations!
The sprint zooms you out and you suddenly run super fast with both magic and MMO logic.

Magical sprint!

One of my bigger implementations were for her to do a basic attack combo. There was a lot of trying and testing before I came by something that worked the way I wanted it to.

This way it's built I can be modular and keep adding new combos. I stuck with two basic attacks for Ahri but a third one would also be cool.

Calculating a lean when turning.

And an aim look at.

I also added a very small ear lifting and tweaking when she turns her head, small detail but I enjoy making those!

Spell VFX by: David Lindberg
Sprint and Attack VFX by: Filip Kull
Thank you so much! Such a fun collab!
Kawaii Physics
Stylized Eastern Village

Meet Kiwi!


For this Project I created Kiwi, my own character. She's sculpted in Zbrush and Nomad Sculpt. The retopolgy and rigging was made in Maya.

I also made sure to add stuff that I would find fun animating as the braids, cat ears and big expressive eyes.
I really wanted her to smile big so addning a proper mouthbag and teeth was a must!

The Rig

When the model was done I moved on to rigging!
Rigging can be fun and a quicker workflow with help from scripting, which is where I used Nathaniel Scheurers rigging tool kit for some simple parts of the rig such as the IK/FK switches.
Making her a facial rig and IK spline spine was important to fully bring her to life.

Some of the expressions she's capable of!

When showcasing her rig I made an animation of her coming out of Tpose and looking curiosly at her rig and realizing she is free to move. I had so so much fun, look at her go!

Animating her I made sure to show her bouncy and fun energetic personality!

Intro

I really wanted an intro with Kiwi to my showreel that would introduce her right away and hype up. Trying different poses and chosing to do two of them.

Big thanks to Daniel Nilsson for such great help with topology tips and other things regarding 3D modeling!

Woa! You found one of Kiwis concepts!

Games


Eggscapism

4 weeks at 50%

Trapped in an Arctic lab with a Giant Egg, you must find a way to send an urgent message for help in this 1940s first-person puzzle adventure Game.

The fifth game project was a small one! But mostly for us to get started on our groups own engine; ClockWork Engine.There were no characters in this game so the animations were instead for the objects.

Fortune Fiasco

8 weeks at 50%

As a magic curse corrupts the circus, one tiny jester must struggle, against the vicious fortune teller’s puzzles and allies to break the prophecy of ruination

For this third project at TGA I worked on our first boss Bibo The Bumper Car (and Timmy) and also the scripted event frog; Fairy Frog Mother!
This was the first time I tried doing a squash and stretch rigs without any joint scaling. I loved the result and had so much fun animating them!

Bibo The Bumper Car And Timmy

the Fairy Frog Mother

animation

Ella Lundqvist

Jovana Vlad

Siri Forssell

level design

Hanna Hinderson

Lovisa Wirten

programers

Amanda Hellberg Nilsson

Casper Öder

Elias Böök

Jesse Emmoth

Johan Fryklander

graphics

Elvira Aldén

Robin Sövgren

Thea Arnman

sound&music

Andreas Holmqvist

Daniel Svenson

Some of my animations

Plague Purge

6 weeks at 50%

As a Plague Doctor, dash though Hordes of Maggots and Infected to find the source of the Sickness.

For this sixth project we were tasked to create a game equivalent to Diablo. As a Plague doctor, your mission is to track down the root of the sickness that has engulfed an entire city.

For Plague Purge my focus was with the player character; the Plague doctor. I first did a very basic rig for them and the other human like enemies so that they could share the same rig. When I got the final model I started adding more detailed rig parts.

animation

Hedvig Kronnäs

Siri Forssell

Viktor Pennonen

Technical Artist

Vincen Nguyen

Ameer Khalid

David Lindberg

level design

Jakob Pihl

Urban Gustavsson

Youcef Lounes

sound&music

Joar Andersén

Wasin Laokhot

Ongoing at 50%

You are a Cat in a Mechsuit! Shoot, Jump, and avoid Enemies to find your beloved Box on an Alien Planet.

This is my seventh project. I mainly took charge for the slime, not an enemy but just a curious little creature who wishes to touch the cat, only for it to be too bouncy! I also did a rig to Mochis paw and the shots for the intro cinemeowtic.

For this rig scaling joints wouldn't work for our inhouse engine Clockwork. Therefore I had to solve this creatively. what if... hair folicoles?With Mayas hair folicoles and a lower poly count proxy mesh controling the original mesh and joints, deformers can now work outside of Maya without having to scale joints.

I had so much fun with this little character and bringing it to life. I really want the curious not very smart personality of the slime to shine through in my animations.

As well as working with the slime I did the shots of the cat Mochi in the intro cinematic piece! Mochi just like the slime is mostly just having one thought, and for Mochi it is the box. The player is first introduced to Mochi with its paw stretching up trying to reach a cup. When being noticed by it's owner Mochi looks at him innocent. And from that suddenly being put in a mech suit very confused but then sees the box, completely zoning on to the box not listening to the professor.

Credits

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Pitfoil

mmmm

A pixel art puzzel platformer unlike any game I've made, with it's own unique feeling that i made together with my fellow grippers.
I hold this game very close to my heart.

12 weeks at 50%

"Reawaken a once Desolate Steel Mill and manipulate its Forgotten Technology to overcome its Automated Defense System"

Here are
some of my animations

I worked on the spiderboss,enviromental and backgrounds animations

spiderboss

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some of Enviroments

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Backgrounds

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credits

you're already here

HI!!

How fun that you've come across my little space!
My name is Siri and I’m a game animator specialized mostly in keyframe animation. But I'm not scared to try out new things!
I have ever since I was little loved video games and dreamt of being part of them. Games holds a special place in my heart since its been with me for so long and brought so many fun memories to me. What a great honor it would be to give the same to other people!My animation journy started at an early age when I would draw in ms paint and save each drawing as a frame to then show my mother how it moves if I scroll really fast though the pictures! How amazing it was to see something come alive like that.Before coming to TGA I hadn't done 3D or never ever really seen a rig. Instead of feeling discouraged of my inexperience I felt excited and very encouraged and I am proud of how far I've come in such a short amount of time and I'll continue to grow even more.When animating I've noticed how I love tending to the small details as well as the big ones. It can be things as how the cloth move, how the eyes tweak or the hairstrands around the face and most importantly the fingers! I enjoy adding these flavours to my animations to then see if someone else notices them, sometimes they don't, but they would if it wasn't there.Aside from gaming and my many other nerdy interests, I enjoy dancing such as Kpop and Hiphop. I also love animals, and smelling flowers.

mmmm

oops nothinh here yet but a frog

mmmm