Fran Bow

At KillMonday Games in Hedemora, I handled player and character movements, abilities, and emotes in close collaboration with the designers, artists, and engineers to develop the right feeling we wanted for the games.


My tasks included rigging, gameplay, and cinematic character animations. I also set up style guides for animations and character movements for both myself as well as my team. In collaboration with the programmers, I implemented gameplay animations into the engine.

Achievements

  • Promoted to lead animator
  • Prototyped root motion-based locomotion
  • Revamped our rigging pipeline
  • Worked on the re-release of Fran Bow to new platforms