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Simon Persson's Portfolio

My name is Simon Persson. For the last four years I've been working at Massive Entertainement - A Ubisoft Studio in Malmö, Sweden. In Spetember 2013 I finished my Character Animation studies at Animation Mentor. Below is my current showreel. All shots are keyframe animations and created by me. Rigs were provided by and belongs to Animation Mentor. Tom Clancy's The Division. Motion capture editing and keyframe animations for gameplay and cinematics. Far Cry 3 and Far Cry 3 DLC "High Tides".

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Simon Persson's Portfolio | paddflask.com Reviews
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My name is Simon Persson. For the last four years I've been working at Massive Entertainement - A Ubisoft Studio in Malmö, Sweden. In Spetember 2013 I finished my Character Animation studies at Animation Mentor. Below is my current showreel. All shots are keyframe animations and created by me. Rigs were provided by and belongs to Animation Mentor. Tom Clancy's The Division. Motion capture editing and keyframe animations for gameplay and cinematics. Far Cry 3 and Far Cry 3 DLC High Tides.
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Simon Persson's Portfolio | paddflask.com Reviews

https://paddflask.com

My name is Simon Persson. For the last four years I've been working at Massive Entertainement - A Ubisoft Studio in Malmö, Sweden. In Spetember 2013 I finished my Character Animation studies at Animation Mentor. Below is my current showreel. All shots are keyframe animations and created by me. Rigs were provided by and belongs to Animation Mentor. Tom Clancy's The Division. Motion capture editing and keyframe animations for gameplay and cinematics. Far Cry 3 and Far Cry 3 DLC "High Tides".

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doeleman.se doeleman.se

Robin Doeleman - Game Programmer

http://www.doeleman.se/index.html

I'm Robin Doeleman, a game programmer at The Game Assembly. Malmö, and have been studying there for nearly 2 years. During this time, studying the different aspects of Game Programming under Niklas Hansson, I've been working with themed 2-month game projects. And have been a part of different teams with up to 5 programmers and 5 artists. The team I mainly worked with was. There I was mostly programming the rendering pipeline and a lot of tech and tools, but also some AI and networking. With our own ".

doeleman.se doeleman.se

Robin Doeleman - Game Programmer

http://www.doeleman.se/lab26.html

As Lead Tech-Programmer, I was maintaining and optimizing our renderer. And the animation system. Most of the time, I implemented new features to our engine, such as Shadow Mapping. Our engine's shadows used PCF. And had support for Percentage-Closer Soft Shadows. And Parallell Split Shadow Maps. Aka Cascaded Shadow Maps), though only PCF was used in the game. Our deferred pipeline had stencil-culled lights. And we could have 400 point-lights in view at 30 fps on our GeForce 8800 GT-cards.

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Simon Persson's Portfolio

My name is Simon Persson. For the last four years I've been working at Massive Entertainement - A Ubisoft Studio in Malmö, Sweden. In Spetember 2013 I finished my Character Animation studies at Animation Mentor. Below is my current showreel. All shots are keyframe animations and created by me. Rigs were provided by and belongs to Animation Mentor. Tom Clancy's The Division. Motion capture editing and keyframe animations for gameplay and cinematics. Far Cry 3 and Far Cry 3 DLC "High Tides".

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