I thrive in the collaborative process of game development, turning ideas into tangible animations that realize our shared vision. When a designer brings a concept and asks if it can be done, I get excited to bring it to life through character, creature, and environmental motion. The creative challenge of translating gameplay and narrative into believable motion keeps me motivated and sharp. I love learning new things and pushing my toolkit further after each project. I value feedback from peers and enjoy mentoring teammates, planning mocap shoots, and coordinating with designers, writers, and producers to deliver high-quality animation. Outside work I'm curious and always learning, whether it's programming, new tools, or more about our craft.

Martin Olsen

I thrive in the collaborative process of game development, turning ideas into tangible animations that realize our shared vision. When a designer brings a concept and asks if it can be done, I get excited to bring it to life through character, creature, and environmental motion. The creative challenge of translating gameplay and narrative into believable motion keeps me motivated and sharp. I love learning new things and pushing my toolkit further after each project. I value feedback from peers and enjoy mentoring teammates, planning mocap shoots, and coordinating with designers, writers, and producers to deliver high-quality animation. Outside work I'm curious and always learning, whether it's programming, new tools, or more about our craft.

Available to hire

I thrive in the collaborative process of game development, turning ideas into tangible animations that realize our shared vision. When a designer brings a concept and asks if it can be done, I get excited to bring it to life through character, creature, and environmental motion. The creative challenge of translating gameplay and narrative into believable motion keeps me motivated and sharp.

I love learning new things and pushing my toolkit further after each project. I value feedback from peers and enjoy mentoring teammates, planning mocap shoots, and coordinating with designers, writers, and producers to deliver high-quality animation. Outside work I’m curious and always learning, whether it’s programming, new tools, or more about our craft.

See more

Language

English
Fluent
Swedish
Fluent

Work Experience

Senior Animator at Machinegames Sweden AB
May 1, 2018 - July 1, 2025
My area of responsibility was narrative events – NPC characters, animals, vehicles and environmental assets. Working closely with level design, narrative/writing and production teams, I designed, edited and implemented animations for the game. To ensure quality, I would review animations and provide feedback as needed. I assigned tasks within the team and onboarded new employees. I regularly planned and executed motion capture shoots, including preparing mocap props, stage assets and directing actors. I worked for the full duration of two projects: Wolfenstein: Youngblood and Indiana Jones and the Great Circle.

Education

Game Artist at PlaygroundSquad, Falun
August 1, 2016 - May 1, 2018
Visual arts program at Konstskolan of Bollnäs Folkhögskola, Gävle
January 1, 2005 - January 1, 2007
Game Artist at PlaygroundSquad, Falun
August 1, 2016 - May 1, 2018
Visual Arts Education at Konstskolan Bollnäs Folkhögskola
January 1, 2005 - January 1, 2007

Qualifications

Add your qualifications or awards here.

Industry Experience

Gaming, Software & Internet, Media & Entertainment