HELLO WORLD!
I’m Kemszey, an aspiring game developer currently studying Game Education atValla Folkhögskola in Sweden, focusing particularly on Animation and VFX.
Away from school, I enjoy games, film, photography, design, tech, food, sports and what most people would call “bad” weather.
Should you wish to contact me for work or internship, follow the preferred links below.


HELLO WORLD!
I’m Kemszey. I’m an aspiring game developer currently studying Game Education atValla Folkhögskola in Sweden, focusing on Animation and VFX.
Away from school, I enjoy games, film, photography, design, tech, food, sports and what most people would call “bad” weather.
Should you wish to contact me for work or internship, follow the preferred links on the side.
LIGHTBORNE
BLENDER
KRITA
CONCEPT
CHARACTER SHEET
3D MODELLING
RIGGING
CHARACTER ANIMATION
One of Valla Game Education’s last courses during year one was Animation, a course I was highly anticipating, a discipline I took to despite never having done it prior to my studies.
Although I didn’t know it at the time because of how the courses were scheduled throughout the program and year, Lightborne would end up being almost a year-long project, creating a pipeline that would start with a conceptual design and character sheet during the 2D course, transforming into a 3D model during the 3D course, before eventually getting rigged and animated at the end of the first year during the Animation course.
WAKE UP
UNREAL ENGINE
CAMERA ANIMATION
SCENE-BUILDING
STORYTELLING
Another dive into Unreal Engine, this time creating a more eerie scene using landscapes, Quixel Megascans with some added props (Sketchfab), audio (Pixabay) and an extra little bit of storytelling to experiment with.
The ultimate goal was to once work the camera animations, filming the entire scene in as professionally as possible while still learning the craft.
VEILED
UNREAL ENGINE
CAMERA ANIMATION
SCENE-BUILDING
DAVINCI RESOLVE
This project was my introduction to Unreal Engine. Having never used the engine before, the scene was put together using landscapes, water bodies and Quixel Megascans assets.
Once the scene was built, the next step involved lighting and camera animations, before recording and editing everything together with the addition of audio (Pixabay) in DaVinci Resolve.
