Video

Portfolio

Autorigger 3000

Kerbe

Where is my money?


Collaborative Projects

Spite: Ashes of Ephtael

Maruk: Shipwrecked

Bardo


About Me

Hello, this is the end of the page where I'm the star :)

I'm Lisa Martijn, Technical Animator and student at The Game Assembly in Malmö.I love animation in all shapes and forms and have loved it for as long as I can remember. One of my hobbies, aside from gaming and making clay figures for D&D, is watching obscure animated movies from different parts of the world.My main areas of interest when it comes to animation is scripting, rigging and generally optimizing pipelines to ease the animation process.Outside of animation I enjoy spending my time outside, especially in nature and I love singing. I also like to scratch my creative itch by creating cosplays of various characters, crafting home made things and generally create.My cats are my pride and joy. Tipp, my baby, as pictured to the right, and Poppi also nicknamed "Stinky"Thanks for reading :)


Autorigger 3000

Video

Introduction

Rigging manually started to become tedious, so I wanted to automate the process. I started learning Python by writing a script that could spawn various parts of a skeleton and thus having to avoid naming every individual bone.

The plan

I wanted to create a script that spawned, FK controls, IK controls and a functionality to switch between them. My goal was also for the user to have control over the size, color and shape of the controllers.

Result

I was able to implement most of what I set out to achieve. The user can select a body part and generate a fully functioning IK and FK with a switch and they can select any controller and change its attributes. It even has a "save to JSON" function.I also recieved feedback on the UI design so I changed it to be less distracting and easier to use.

Video

Reflection

If I had more time, I would have loved to make a library of shapes for the controllers, so that the rig could be customised even further. I am however satisfied with how well the work followed the plan and I'm eager to do more scripting in the future.


Kerbe

Video

Concept By Giulia Carli

Introduction

Kerbe is a collaborative project between Isak Zillén, who made the model, Anders Nilsson, who animated and gave user feedback on the rig, and me, who created the rig.The goal was to create a game ready character from concept to engine implementation.

The plan

My initial plan for Kerbe was to separate her into two rigs. A main body rig that I made with help from my Autorigger 3000 scripts, and a face rig made using the Meta Human for Maya Rig.The idea was to be able to record motion capture animations for the body and sync them up in Unreal Engine with face animations recorded with Live Link Face for Meta Human.

Meta Human Rig applied to Kerbe face in Maya

Close up on face rig

The process

A rig is only useful if an animator can use it. Thanks to a lot of feedback, I was constantly iterating and improving parts of the rig for an easier animation process.It became clear at one point that Kerbe would need a poseable face so I made the decision to focus on the body rig and make a simple face rig for her.

Result

The final Kerbe rig includes:
- Arms and legs with IK and FK switch
- Space switches on shield, sword and dagger
- Face Rig, including Look At and Blink attributes
- Corrective joints for the eye lens
- Hair controls
- Togglable visibility on controls for hair, face, tunic and armor

Full body rig :)

Face and hair control test

Takeaways

Rigging Kerbe has taught me a lot about keeping in mind the needs of the animator and making sure my work can be properly implemented in engine.


Where is my money?

Introduction

"Where is my money" is the implementation of my Kerbe Rig in a dialogue sequence into Unreal Engine 5

Video

Motion capture test of my face

Video

The motion capture data in Motion Builder

The plan

My intetntion was to record motion capture animations for a dialogue sequence with an NPC. I would use the Meta Human Live Link feature to record animations for the face and sync it up with the body.I also wanted the player to be able to walk up to the NPC and trigger the sequence with a buttonpress

Results

I set up a level sequence in Unreal that played a conversation between Kerbe and a Meta Human NPC. The sequence play when the player gets close enough to the NPC and press the "E" button.Due to having to prioritize the Kerbe rig, I was unable to implement mocapped facial animations on Kerbe like intended.

Video

My attempt to add the face in Unreal

Video

The animation in question

Technical difficulties

I managed to record one facial animation for the NPC then I ran into technical difficulties with the Live Link Face app and Unreal and I wasn't able to import more. I therefore had construct the scene around the limited facial animations I had available.

Reflection

Had I known that the Kerbe Rig would have needed more time than I planned, I would have scoped the "Where is my money?" project lower to ensure a better quality end result. Still managed to implement much of what I wanted so I'm satisfied with the result.

Video

Other angle of the punch


Spite: Ashes of Ephtael is a Top-Down Action Role-Playing GameThe Game Assembly Project #5Production time:• 14 weeks half time

Video

I made all rigs, including:
- Player (Cinder)
- Popcorn Enemy
- Common Enemy
- Bloater Enemy
- Boss
I also made all animations for the Bloater Enemy

Artists

• Dante Norling Eklöf
• Linus Bergström
• Oliver Andersson
• Oliver Lincke

Technical Artists

• Markus Norén
• Marinó Fannar Bjarnason
• Nora Kemphe

Animators

• Anders Nilsson
• Viktoriia Shvydak

Credits

Programmers

• Brian Wannstam
• Camilo Chavez Torres
• Christian Le
• Jonas Anders
• Linus Rodhammar
• Wiktor Ciechonski

Level Designers

• Love Lustig
• Nom Köhler
• Tiger Tjellesen

Audio Designers

• Björn Djurnamn
• Kimberly Palsäter


Game Projects at TGA

Slashimi

Flesh In The Cogs

Other Projects

Axelerate

Bardo is a Side-Scrolling Narrative PlatformerThe Game Assembly Project #3Production time:• 12 weeks half time

Video

I made all rigs except for the player, including:
- Bug Enemy
- Lantern Enemy
- Big Brother
Animated 2D VFX for the playerAnimated the Bug EnemyI also made an outline shader in Maya with the help of Ameer Khalid

Maya Toon Shader test

Offseted duplicate with black material test

Frame by frame drawover test

Final shader for the game

Nodes for the outline shader

Artists

• Isak Zillén
• Oscar Hofling
• Veronica Perez
• Marcus Carlson

Animators

• Anders Nilsson
• Linus Berglind Kvarnryd

Music

• Joel Paulin Hugo

Credits

Programmers

• Algot Sandow
• Joel Paulin Hugo
• Johannes Keczan
• Christoffer Nilsson
• Melvin Tureson Nilsson

Level Designers

• Ediz Mehmet
• Erik Andersen

Audio Design

• Erik Andersen


Maruk: Shipwrecked is a 3D Collectathon PlatformerThe Game Assembly Project #6Production time:• 14 weeks half time

My contributions:
- Made the assets for and animated he intro and the outro cinematics
- Wrote and animated the cave cinematic- Cleaned motion capture animations for the player
- Made the main menu fly over video

Video

Main menu fly over sequence

Intro

Outro

Audio Design by Kimberly Palsäter

Video

Cave Scene

During breaks, I painted with Urchin models

Artists

• Dante Norling Eklöf
• Linus Bergström
• Oliver Andersson
• Oliver Lincke

Technical Artists

• Markus Norén
• Marinó Fannar Bjarnason
• Nora Kemphe

Animators

• Anders Nilsson
• Viktoriia Shvydak

Credits

Programmers

• Brian Wannstam
• Camilo Chavez Torres
• Christian Le
• Jonas Anders
• Linus Rodhammar
• Wiktor Ciechonski

Level Designers

• Love Lustig
• Nom Köhler
• Tiger Tjellesen

Audio Design and Game Music

• Kimberly Palsäter


Slashimi is an Isometric Hack And Slash Adventure GameThe Game Assembly Project #4Production time:• 6 weeks half time

Video

I made all rigs for the environmental assets, including:
- Doors
- Levers
- Bamboo
- Wall mounted fish
I also animated the player character

Artists

• Emmet Motamed
• Emil Nilsson
• Veronica Perez

Animators

• Tristan Martinez

Level Designers

• Lukas Ax
• Nom Köhler
• Frans Witting

Credits

Programmers

• Fredrik Furuskog
• Christoffer Nilsson
• Jonathan Rozenberg
• Elisia Boikov Sivertoft
• Daniel Strömblad

Audio Design

• Marcel Bascour
• Maja Rodrick


Flesh in The Cogs is a Mobile Puzzle GameThe Game Assembly Project #2Production time:• 6 weeks half time

Video

I made all rigs except for the player, including:
- Flesh Wall Enemy
- Flesh Flower Enemy
- Flesh Biped Enemy
I also made some player animations

Artists

• Emilia Georgieva
• Ivan Radenkovic
• Kim Betsgren
• Marcus Carlson

Level Designers

• Ediz Mehmet
• Oliver Riem Vis

Credits

Programmers

• Albin Billing
• Christian Le
• David Grahn
• Lucas Järlestrand
• Philip Eriksson

Animators

• Jonathan Perjons


Axelerate

Video

Axelerate is firts-Person 3D collectathon game where the player rides on a hover board and grinds rails.

I worked on Axelerate my second year at Uppsala University. It was my first 3D game and I learned so much about the animation pipelines because I did most of it myself.

The animations I did back then might not be my proudest, but they are what made me take the leap learning animation proper.

Things I made in the game


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