Warhammer: Vermintide DLC: Castle Drachenfels

Ice and Snow

Here are some examples of shaders I created for the Warhammer Vermintide DLC, Karak Azgaraz

First one is an ice shader used for thick ice sheets and glacial ice. the second is a glitter shader  used on all snow surfaces.

You probably have to click the links to get to the high res versions as the snow glitter gets crushed in the compression. :/


Photorealistic Canyon (well sort of)

This is a small personal project of mine, the goal was to recreate a photo as accurately as possible within a a game engine (BitSquid Tech)

The Stone Giant and His Cave

Tech Demo we made to demonstrate the new features of DX11, such as hardware tesselation and DoF. Based on the BitSquid Engine.

I was responsible for creating all environmental assets within the scene. Characters by Johan Lorentzen.

Lighting by myself and Isak Bergh

Polycount BRAWL Contest

Tor Frick and I just finished our entry for the Polycount BRAWL Tournament

Unearthly Challenge – Dead Men Tell no Tales

5th Place Champions

Collaboration with Tor Frick (Snefer)

Second beauty shot

Obliterator a.k.a. Pew Pew

District 9 Fan Art – Arc Gun

Lead and Gold – Gangs of the Wild West


World in Conflict – Sovjet Assault

Bionic Commando: Rearmed 2

Heres some of my work on Bionic Commando: Rearmed 2 for the PS3 and Xbox360. I did all weapons and most of the mechanical enemies/bosses in the game.

Hamilton´s Great Adventure

Modelled and textured all environmental assets in the jungle and himalayan setting, aswell as most of the characters for the game. Also responsible for lighting many of the levels.