ALEXANDEr Persson

Portfolio

How am I ?

My name is Alexander Persson, I am 32 years old and live in Timrå (Sweden). I have a Masters degree in technical design with production development as field of study.  After that I worked with mechanical design for six years, but the last year I have devoted myself to game development, which is among the most fun things I have done! In this portfolio I show the three game projects I have worked on during the year.
In 2017 I did my first 3D rendering, which quickly became an interest and therefore the portfolio ends with some rendered images.

Contact Information

Email: alexander.persson@artechnica.se

Phone: +46706972384

Current project

Unity: Chaos At The Clinic

This project is a first person puzzle adventure game that takes place in a dental clinic. It's stressful at the clinic and they need your help to get through the workday. By helping the staff with various crazy tasks like fetching loads of coffee, or breaking into the boss's safe for secret documents, you get closer and closer to the goal of finally being able to go home. But as if the tasks weren't enough, the tooth trolls shows up at the clinic, which doesn't make things any better. Follow the trolls to their world and solve the mystery of the giant tooth.

3D Modeling

For all 3D models and animations I use Blender and this project is no exception. Trolls are small creatures compared to humans. They use scrap and old things to make new things like the chair on the right. The base is made of a tin can for fish. A towel to sit on, wine corks as armrests and parts of a game controller as navigation tools. To create such a model I first make a block out to see how big the parts should be and their position. Then each piece is modeled in a predetermined art style. For this project the low poly style was chosen and no textures, just colors. Clear rules around the art style make it easier to create several models that visually fit into the same universe.

Each object is its own blender file. This is to make it easy to work with the model and update it when needed. The model is then linked into the master file.

Character creation

There are two types of tooth trolls, a third is in the making. The large troll on the right is the troll king. He is the one who rules over all trolls. The little troll on the left is the first troll the player encounters. It has been tasked by the troll king to bring objects from other worlds, including the clinic. All characters were created in blender and also their rigs. All animations that the game requires are made here and then exported to Unity in FBX format.

Environments

This is a block description. To edit, click and type the text or replace it with your own custom content.

Help the patient

A recurring task is to help the dentist with the patients. You will receive instructions on which tool to use and how to use it. The patients will become more complex over time and you will need to use strange medicines and objects to solve the task. You must manufacture the medicines yourself by following recipes. When you are finished with the patient, you must follow them to the front door.

If you are feeling impatient, throw the patient out to buy some time.

Note: The human characters are purchased assets.

Make medicine

With the right ingredients and the right quantity, you can make the medicine you need.

Throw!

All the things you can pick up in the game you can also throw which can lead to funny situations. Should we throw the patient out?

Ring Ring!

At the reception you can call different people you need to get in touch with. It can be both patients and staff. If the person cannot answer, there is always a funny voice message.

Test project 1

Unity: Active ragdolls multiplayer

This test project is heavily inspired by (kbit) and is an attempt to recreate what he did in the video linked below. The goal was to create active ragdolls that could be played via online multiplayer. I wanted to know if it still feels good to play this type of game with the delayed input that occurs when using server-based movement.

To do this, photon fusion 2 was used in combination with unity. To succeed with the project, all rigid bodies were required to be network-based and controlled by the server.

kbit video: https://www.youtube.com/watch?v=Xj_uT7T-XxU

First test with three players online.

Five players online.

In this test we had five players online plus 64 rigid body boxes. Here we could really stress test the network and see the performance. No major difference compared to three players. Worked better than I had hoped.
Test project 2

Unity: Active ragdolls animated

This project is based on the previous activ ragdoll project but this time without multiplayer and a completely different animation system. The movements of the colorful guys in the previous project were controlled entirely by code and not by animations which made it very difficult to build on. Hence this project arose to see if it was possible to convert to animations created in blender. The goal was to analyze the game Party Animales and the character Nemo to see if it was possible to recreate his movements. This then became a form of mini game where you fight against evil "Nemos" which I have given a primitive AI brain here.

Fight!

I implemented a simple punching motion for both player and enemy, as well as the ability to grab. Simple objects were added like a flashlight. Overall, it felt much more liberating to switch to animations instead of code-based movements. However, due to lack of time, I never got the gameplay feel I wanted, but I look forward to working on the idea further in the future.

3D Rendering

As previously mentioned, I made my first render in 2017 and I have been playing with Blender for various periods since then. I have always found it fun to learn more about everything you can do with Blender, which has resulted in some images.