Showreel

Video

Here you'll find a short showreel of animation work I have put together to showcase my biggest strengths as an animator, both in regards to gameplay and cinematic animation

Portfolio

Pucca Adventures

Kaiju
Mosquito

Merle
Intro cutscene

Pucca Adventures
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For this project I wanted to focus on gameplay animations and engine implementations.
I did this by recreating a collect-a-thon styled game complete with the collectables themselves, a hud to count them and a cutscene that plays when obtaining the final golden macuffin.
Very classic stuff.
Some examples of in game animations featured in Pucca Adventures

Run

Run Break

Jump

Double Jump

This is the Unreal Engine code for the in-game cinematic trigger.
While an ordeal to get working the results were quite satisfying

This is the Unreal Engine code for the collectable linking it to the UI widget.
Together with a vfx on collection

Kaiju Mosquito
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For this project my goal was to make a cinematic from start to finish using only frame animation.My main intention here was to create something more horror-inspired, I believe this shows my range and contrasts well with my more typical cartoonish style.


This project started by storyboarding out what an encounter with such a monstrous creature may be like. Some of this plan was scrapped later in favour of showing the lumbering struggle of the creature, its body size and shape making it difficult to move with any real dexterity. Even when it gets off the ground its attack is clumsy and fuelled mostly by the momentum of its blood-filled abdomen


The cinematic started out in Maya, trying to emphasize the weight and size of the monster

The cinematic then moved into Unreal for convincing set dressing and lighting to really sell the encounter

And the end result is...

Video

Credits
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Rig:
Tim Lee
Model:
Emilia Koleva Georgieva

Merle
Intro Cutscene
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In this project I wanted to work on an intro cinematic from beginning to end, mixing motion capture and frame animation together


I started out with a simple storyboard to map out the cutscene.Follow by a cinematic to form the timing.Naturally some things were altered to let certain scenes breathe better.


The knight's animations are made entirely with motion capture.I wanted to make its movements seem otherworldly compared to Merle

In contrast, his animation is done frame by frame, giving him a much more cartoony feel


Once all the animation and camera work is done, it's all brought into Unreal Engine for set dressing, vfx and lighting


And then we have the end results!

Credits
---------
Rigs:
Tim Lee
Models:
Isak Zillén

Games

This is a list of games I've worked on during my time at TGA.
Click on any for more information


Second year


First year

Spite
Ouatbound
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For this project I was responsible to animate 4 enemies in the angle of a Diablo-esque top down game


Melee Enemy:


Ranged Enemy:


Heavy Enemy:


As we all as the intro sequence, state transitional event and death animation for our very sizeable boss character.

Boss:

Merle:
The kinda incompetent Wizard
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For this project I was responsible for our enemy character, which was animated in motion capture.My responsibilities involved recording the footage, cleaning up the footage as well as implementing it into the state machine in our engine.


Motion Capture Animations

Raw:

Clean:


The state machine in action


I also animated the intro sequence for the game.
Which you can read about in detail in the portfolio section

Duck Duck DIE!
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Video

As a mama duck, save your ducklings! Swim, weave and dive through treacherous waters as you flee from a vicious fish.


Credits
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Programming:Christian Le
Valter Decorte
Algot Sandow
Johannes Keczan
Christoffer Nilsson
Level Design:Nom Köhler
Love Lustig
Graphics:Emilia Koleva Georgieva
Oliver Lincke
Oscar Hofling
Mikael Brunberg
Animation:Samuel Lilja
Jonathan Perjons
Tim Lee

Play duck duck die here:

Flesh in the cogs
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As the sole survivor on your spaceship, solve puzzles and avoid the rogue invading biomass to reach the escape pod!


Credits
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Programming:Christian Le
Philip Eriksson
David Grahn
Albin Billing
Lucas Järlestrand
Level Design:Ediz Mehmet
Oliver Riem Vis
Graphics:Emilia Koleva Georgieva
Kim Betsgren
Marcus Carlson
Ivan Radenkovic
Animation:Lisa Martijn
Jonathan Perjons

Play Flesh In The Cogs here:

Grim Fate Awaits
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Credits
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Programmers:Adrian Ã…grenAlbin BillingBrandon MachFredrik FuruskogJohan DanielssonGraphics:Adina DahlIvan RadenkovicMarcus IsaxonMikael BrunbergLevel Designers:Ahab IbrahimJohan RosdahlAnimators:Jonathan PerjonsGuzalya A Tynnhammer

Play Grim Fate Awaits here:

Game of Gnomes
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The gnomes have protected the garden for years but now a new threat invades their kingdom.
Dodge, dash, and strike back in this whimsical yet action-packed battle to reclaim your leafy kingdom.
The garden’s fate rests in your tiny, gnome hands.


Credits
------------
Programming:Christian Le
Valter Decorte
Johan Danielsson
Ylver Blum Buer
Graphics:
Linus Bergström
Morgan Wildmark
Ivan Radenkovic
Isak Zillén
Animation:Jonathan Perjons
Viktoriia Shvydak
Lisa Tringale
Level Design:Ediz Mehmet
Tiger Tjellesen
Sound and Music:Kimberly Palsäter
David Widén

Play Game of Gnomes here:

Skål Traveller!My name is Jonathan Perjons, and I'm a gameplay/cinematic animator studying at TGA, let me tell you a tale...Many years ago, I was a child, one obsessed with the medium of cartoons and video games from pretty much as soon as I could crawl, be it Kalle Anke and his nephews, Mario and his brother, or Manny Calavera from Grim Fandango. I have always had a passion for art, and worked on this alongside my usual 9-to-5's, however a run-in with cancer pushed me to follow my dreams and pursue animation in the games industry.It's been an amazing time thus far, but my quest is only just beginning, and I hope it continues far into the future!