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

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

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


And the end result is...
Credits
---------Rig:
Tim LeeModel:
Emilia Koleva Georgieva
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
And then we have the end results!
Credits
---------Rigs:
Tim LeeModels:
Isak Zillén
This is a list of games I've worked on during my time at TGA.
Click on any for more information
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:


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:
I also animated the intro sequence for the game.
Which you can read about in detail in the portfolio section
As a mama duck, save your ducklings! Swim, weave and dive through treacherous waters as you flee from a vicious fish.
Credits
------------Programming:Christian Le
Valter Decorte
Algot Sandow
Johannes Keczan
Christoffer NilssonLevel Design:Nom Köhler
Love LustigGraphics:Emilia Koleva Georgieva
Oliver Lincke
Oscar Hofling
Mikael BrunbergAnimation:Samuel Lilja
Jonathan Perjons
Tim Lee
Play duck duck die here:
As the sole survivor on your spaceship, solve puzzles and avoid the rogue invading biomass to reach the escape pod!
Credits
------------Programming:Christian Le
Philip Eriksson
David Grahn
Albin Billing
Lucas JärlestrandLevel Design:Ediz Mehmet
Oliver Riem VisGraphics:Emilia Koleva Georgieva
Kim Betsgren
Marcus Carlson
Ivan RadenkovicAnimation:Lisa Martijn
Jonathan Perjons
Play Flesh In The Cogs here:
Credits
------------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:
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 BuerGraphics:
Linus Bergström
Morgan Wildmark
Ivan Radenkovic
Isak ZillénAnimation:Jonathan Perjons
Viktoriia Shvydak
Lisa TringaleLevel Design:Ediz Mehmet
Tiger TjellesenSound 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!
