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Andreas Karlsson - CV

A generalist to the core!

Technically minded, artistically driven.
I love characters, procedural generation and graphics programming.
My skill set is wide and also my experience.
I can assist in a variety of tasks during the whole development cycle, from prototyping to asset creation to optimization.

Summary

Released Titles

The Stretchers
Technical Artist
Little Nightmares: The Depths DLC
Technical Artist
Statik Institute of Retention
3D Artist
Little Nightmares
Technical Artist
Tearaway Unfolded
3D Artist
Little Big Planet 3
3D Artist
Little Big Planet 2 DLC
3D Artist
Little Big Planet PSVita
3D Artist
Little Big Planet 2
3D Artist
Little Big Planet DLC
3D Artist

Work Experience

Folded Fox
Technical Artist
Oct 2023 - Jan 2024
Tarsier Studios
Technical Artist
Jan 2021 - Aug 2022
Sabbatical
Jan 2020 - Dec 2020
Tarsier Studios
Technical Artist
Mar 2016 - Dec 2019
Sabbatical
Mar 2015 - Feb 2016
Tarsier Studios
3D Artist
Jun 2009 - Feb 2015
Tarsier Studios
3D Art Intern
Jan 2009 - May 2009
School of Future Entertainment (SOFE)
Student
Fall 2007 - Spring 2009

Skills

3D Modeling
Anatomy
Drawing
Procedural Generation
Blender Geometry Nodes
Blender Tool Scripting (Python)
Unreal Content Creation
Unreal Blueprints
Unreal C++ Development
Unreal Shader Programming (HLSL)
Unreal Niagara
C/C++
OpenGL
GLSL
Compute Shaders
WebGL
Javascript
Released Titles
Unreal C++ Development
Blueprints
Unreal Materials
Props Modeling
Texturing
  • Implemented systems handling physical interaction with vegetation and breakable props, such as bushes, crop fields and fences.
  • Implemented systems for generating water trails and vehicle skidmarks. Also implemented said effects.
  • Authored the ocean surface material.
Unreal Materials
Blueprints
  • Implemented water body materials, for the surface as well as the see-through effect.
  • Created water impact VFX.
Character Modeling
Environment Modeling
Props Modeling
Character Design
Unreal Materials
Texturing
  • Designed, modeled and textured the characters.
  • Modeled and textured environments, props and puzzle boxes.
  • Worked closely with puzzle designers to translate abstract puzzle mechanics into concrete visual elements.
  • Implemented various material effects.
Blueprints
Unreal Materials
  • Implemented footprint and sliding effects for the player character.
  • Implemented environment material effects such as paintable puddles.
Character Modeling
Character Design
  • Designed and modeled the female counterparts to an existing group of male characters.
Props Modeling
Texturing
  • Modeled and textured 3D props and level materials.
Costume Modeling
Props Modeling
Texturing
Marketing Art
  • Made Sackboy costumes and level creation items such as props and materials.
  • Notable costume packs themed around The Muppets and Tron.
  • Notable level pack themed around DC Comics Justice League.
  • Produced marketing material.
Props Modeling
Environment Modeling
Texturing
Marketing Art
  • Modeled and textured props, level materials and background environments.
  • Produced marketing material.
Costume Modeling
Texturing
Marketing Art
  • Modeled and textured Sackboy costumes for the base game.
Costume Modeling
Props Modeling
Texturing
Marketing Art
  • Modeled and textured Sackboy costumes and some props for a large variety of DLC packs, mostly themed around well known IP's such as Marvel, Pirates of the Caribbean and Killzone.
Work Experience
Unreal Content Creation
Niagara
Blender Geometry Nodes
  • Early prototyping work for an indie-game project.
  • Developed materials and pipelines for procedurally textured environments and props.
  • Tools development in Blender supporting the procedural texturing pipeline.
  • VFX work, developing a style that would suit the art direction.
  • Rudimentary profiling on the Steam Deck to gauge engine-features.
  • Documented the tools and pipelines I had implemented.
Unreal Materials
Niagara
Unreal C++ Development
Unreal Shader Programming
Compute Shaders
  • Prototyping work for ground imprint effects.
  • Prototyping fluid simulations of local air flow, to transport particles and volume data. Also experimented with shallow water simulations.
  • Did mostly the same as during my previous absence.
Unreal Content Creation
Unreal Materials
Niagara
Unreal C++ Development
  • Provided programming assistance in prototyping.
  • Implemented game systems to drive and manage environmental effects.
  • Technical art work mostly focused on materials and other effects.
  • Made 3D assets during the first project after coming back.
  • Spent most of the time on various interests and programming projects, the experience of the latter coming into use later after returning to work.
Character Modeling
Costume Modeling
Props Modeling
Texturing
  • Worked mostly with the LBP franchise. Produced a large variety of costumes, level materials and props.
  • Made characters for Tearaway: Unfolded.
Character Modeling
Costume Modeling
Props Modeling
Texturing
  • During last semester at School of Future Entertainment (SOFE).
  • Modeled and textured characters for a new The City of Metronome prototype.
  • Joined the outsourcing team to produce content for the Little Big Planet franchise.
3D Modeling
Texturing
Digital Painting
Drawing
  • School of digital graphics with main focus on 3D in both games and film. In spirit a predecessor to The Game Assembly.
  • Courses covering 3D modeling, animation, video production, drawing and concept art.
  • Last semester dedicated to internships.