Slide mail_outline FRITS LYNEBORG TECHNICAL ARTIST and
GAMEPLAY PROGRAMMER

Slide Frits Lyneborg
Unity Gameplay Programmer | Copenhagen
  • Gameplay Programmer in C# with focus on AI
  • Technical Artist with focus on Mobile
  • Modelling Low Poly game assets and Characters
  • Introducing Blender and Establishing 3D workflow
I also do Sound/Audio work, and I am looking forward to be working on your project :)

Please read: Recommendation from game studio PortaPlay

Update: As much stopped in the name of COVID19, I have been working on a new release: Robot vs Forest. To be released in fall 2020 on Android.

PROGRAMMING AUDIOmusic_note FRITS LYNEBORG | COPENHAGEN mail_outline FRITS LYNEBORG | COPENHAGEN

PROGRAMMING AUDIO TECHNICIAN I have been working as a technician in professional music studios, so I can mix a beat from the bass and up, I know the fundamentals about music and audio production. AUDIO ARTIST My favorite DAW for audio production is Ableton Live.

I am the proud owner of Live 10 and a Push 2 from Ableton.

With this setup I can easily make a couple of quick fun tracks + effects adequate for most mobile game productions.
SOUND EFFECTS The 3 loops above are from recent mobile game productions, the last track is an example of gameplay sounds (without music).
FRITS LYNEBORG | COPENHAGEN mail_outline FRITS LYNEBORG | COPENHAGEN

PROGRAMMING PROGRAMMING UNITY GAMEPLAY FRITS LYNEBORG | COPENHAGEN mail_outline FRITS LYNEBORG | COPENHAGEN

PROGRAMMING I MAKING AI CHARACTERS Everything you see above is 100%
my work in a mobile game.

Nobody is playing these characters, they play themselves in these clips, 100% AI from a vertical slice testing a gameplay of NPC's only.
ARTSY FARTSY PROGRAMMER There's this thing called "Programmers placeholder graphics"..

In my case, since I'm also GUI designer, a Technical Artist and a 3D modeller, my "placeholders" often end up in final production, saving your team a round or two 😉
100% MOBILE OPTIMIZATION I have a background in programming micro controllers (robots), so I am very aware of how code is written to be effective.

I also made the shader: It's a Matcap with Y-bending, the Matcap input is pre-rendered in a Blender pipeline - I'd love to show you the speed and posebilities of this.
FRITS LYNEBORG | COPENHAGEN mail_outline FRITS LYNEBORG | COPENHAGEN

Slide Screenshot: Blender Matcap "Balls" for textures, pipeline generated to the materials in the game shots above

CHARACTERS FRITS LYNEBORG | COPENHAGEN mail_outline FRITS LYNEBORG | COPENHAGEN

Slide

PROGRAMMING CREATING LIFE When an object can sense, compute the input and act so it get new inputs, something magic is happening: It's alive!

I've learned this from making robots, and it's probably my strongest asset as a developer.
CREATING FUN When I make AI characters (enemies, playable characters or any other animated game asset), I like to make them as AI.

It's simply more fun to have the characters act on what the player does, new random situations.. instead of hard coded prepared animations and interactions.
ART TO 3D TO CODE I can take on any part of the pipeline from concept art to 3D work, AI and programming.

Being able to handle the entire workflow means I can support your Artist, Supply your Programmer, or just optimize your 3D and Unity objects.
FRITS LYNEBORG | COPENHAGEN mail_outline FRITS LYNEBORG | COPENHAGEN

PROGRAMMING BLENDER FRITS LYNEBORG | COPENHAGEN mail_outline FRITS LYNEBORG | COPENHAGEN

PROGRAMMING SWITCHING TO BLENDER? Yes, Blender is FREE and it always will be.

But IMHO that is not why gaming studios should switch to Blender.

Blender has the largest community support (It's really incredible!), and when it comes to making assets for Games, no other package has anything more to offer.

Switching from for example Maya has become really easy, so let's get started, I can help 🙂
I TEACH BLENDER Since 2014 I have been teaching Blender at a regular basis: Evening schools, private lessons, colleagues, and I have even been teaching at Universities.

This helps make a little "funny money", but mostly I do this because I really LOVE Blender, and it is always a great pleasure to see others fall in love as well.

I have never known any other software package that made people feel so inspired once they learn how to use it.
FABULOUS 3D MODELLING Teaching of course also forces me out of bad habbits ;)

When standing in front of a class preaching "what a good mesh should look like", it's hard not to take it home.

So over the time I have become really good at making really optimized game assets.

I'm not a concept artist, but throw me any concept and I'll make it into a mesh. Or as a programmer I can fix a mesh causing issues.
FRITS LYNEBORG | COPENHAGEN mail_outline FRITS LYNEBORG | COPENHAGEN

PROGRAMMING EFFECTS mobile friendly FRITS LYNEBORG | COPENHAGEN mail_outline FRITS LYNEBORG | COPENHAGEN

PROGRAMMING FIRE AND SMOKE A key factor in Mobile Performance that many Technical Artists overlook, is the performance hit on anything calling the Z buffer, OR large fills.. and especially the evil combination of both. PRE-COMPUTING For the intro scene of LEGO Ninjago WU-CRU (Cape Copenhagen), I was pre-rendering actual Unity particle effects, then saving transparent PNG's of these in action, whereafter I could make new large explosions by combining the pre-rendered into particle effects with 2-5 layers instead of 20-50. THIS IS WHY I LOVE MOBILE Being able to deploy on any platform is a bliss.

But I really enjoy working on Mobile projects, as this is where any millisecond saved is adding value, making it fun to be a technical artist concerned about steady FPS rates.
FRITS LYNEBORG | COPENHAGEN mail_outline FRITS LYNEBORG | COPENHAGEN

PROGRAMMING I USED TO MAKE ROBOTS FRITS LYNEBORG | COPENHAGEN mail_outline FRITS LYNEBORG | COPENHAGEN

PROGRAMMING PHYSICS IS ALMOST PHYSICS Before entering the world of simulated physics in Game Engines (Unreal, Unity), I made a living out of hobby robotics on the Internet.

I was driving my own website with over a million engaged visitors, and I was producing video content as the one shown above for magazines.

This laid my foundation for programming in a space where Time, Inertia, Mass etc are as important as "Transform.Position".
WHAT'S FUN IS FUN Producing all that robotics related content also gave me a profound understanding of when people react positively on animated characters.

I found my own style of "down to earth" which I think is something of a Scandinavian value that cannot be copied.
TEACHING IS LEARNING Having made countless web instructions, videos, articles, even book entries instructing in "how to make robots" has shaped who I am and how I work.

Today I often teach Blender 3D and Unity for skilled and beginners alike, for that same reason.

Teaching others reminds me what I do, and how to do it with less effort and more creative freedom as a result.
FRITS LYNEBORG | COPENHAGEN mail_outline FRITS LYNEBORG | COPENHAGEN

Slide mail_outline FRITS LYNEBORG TECHNICAL ARTIST and
GAMEPLAY PROGRAMMER
I'm looking forward to be working with you :)