
Tristan Martinez
Gameplay & Cinematic Animator
Portfolio Launch In:

Currently playing
Hades 2
Hollow Knight Silksong
Guilty Gear Strive
Hello!!
I am Tristan Martinez, a Gameplay & Cinematic Animator currently studying at The Game Assembly in Malmö. I love all things flashy & and over the top!
For me animation is not just a medium for entertainment. It is a way to tell stories & engage the audience in a way few other mediums can.Ever since I was a kid games have captivated me in a way nothing else really could. I knew even back then that animation was exactly what I wanted to do.Some of my biggest inspirations include, Okami, Guilty Gear, Gundam, Journey & Dragon BallTwo of my favorite things to do during my free time is Dungeons & Dragons and building Gundam Figures.
Below you can find more in-depth dive into the main works featured in my show reel.
Here you can take a look at some of the game projects I made during my time at The Game Assembly
As a wizard who has lost their Power, climb and puzzle the way as you scour, beware suits of armor and do not cower, regain the magic and free your Tower.
My sixth project I worked on during my time at The Game Assembly. I served as lead gameplay & player animator for this project. I also acted as Motion Capture Director.I animated all main player animations as well as was responsible for their implementation into the Frostheim Engine.During this project I was also given the responsibility of being the main channel of communication from animation to other disciplines.


One of the tasks I spent the most time on was creating multiple context based variations for alot of the player's key animations.Such as the ability animations which had over 8 variations depending on what action the player was performing.
Programming
Melvin Nillson
Anton Krook
Emil Barkefors
Daniel Strömblad
Johan DanielssonGame Artists
Carolina Santesson
Isak Emanuel Zillén
Adina Dahl
Emmy Sofia Lövdahl

Animation
Tim Lee
Jonathan Perjons
Tristan MartinezLevel Design
Frans Witting
Filip Roos
Eric StockseliusTechnical Art
Scott Merseburg
Oskar Åkesson
Elliot Raud


Play as a humble pawn sent forth by the King on a perilous journey. Battle foes & solve puzzles. Prove your worth and ascend as Queen!

The second project I worked on during my time at The Game Assembly over the course of 6 weeks.Despite being one of the earlier projects from my time at The Game Assembly, Pawn's Gambit is one of my proudest. Not only for my own work but also for the amazing work of my entire team.Thanks to the hard work and excellent communication between disciplines we managed to win 2 awards from The Rookies.
During my time working on Pawn's Gambit, I rigged & animated 3 of the enemies. I also animated and rendered the cinematics in the game.I learned many, many valuable lessons during this project that would prove to be very useful in later projects.I had nothing short of a blast working on Pawn's Gambit
I also got the honor of voicing The King!
Enemy Animations
Programming
Adrian Ågren
Anton Krook
Emil Barkefors
Fredrik Furuskog
Johan DanielssonGame Artists
Carolina Santesson
Emmett Motamed
Milla Jaaskkola Landin
Sebastian Brymell

Animation
Minoo Farazdaghi
Theo Hübner Sallis
Tristan MartinezLevel Design
Erik Gatewood
Maja FlinkSound Design & Music
Emmett Motamed
As a shieldmaiden, slash and strike your way through your draugr-infested hometown, taking on the role of a valkyrie to save the World Tree.

Spite: Oathbound was the fifth game I worked on during my time at The Game Assembly & was inspired by Diablo. This one was quite different from previous projects due to it being much longer, both in project length & in team size. This was also when we got our final groups that we would work with for the remainder of our time studying.This was also the first project in which we had a dedicated pre-production phase which lasted 4 weeks. After which we spent 10 weeks in production for a total of 14 weeks.My main role for this project was to create all the animations for our player character Liv. I also did a handful of the animations for our boss character.We also collaborated with Östra Greve Folkhögskola who did the music and sound design!
One of the unique challenges I had to tackle this project was animating from a top down perspective. To overcome this I did a deep dive into the animation techniques used for games such as League of Legends & Dota 2An example of how I applied this was in having the character always look slightly up towards the camera.This not only helped with visual clarity but also helped characterize our protagonist as someone who is quite full of themselves. Looking up at the Norse gods above rather than her enemies.

Idle From Game Camera

Idle From Side View
Being able to hide clipping due to the perspective was a fun thing to learn
Programming
Melvin Nillson
Anton Krook
Emil Barkefors
Daniel Strömblad
Johan DanielssonGame Artists
Carolina Santesson
Isak Emanuel Zillén
Adina Dahl
Emmy Sofia LövdahlSound & Music
Marcel Bascour
Maja Rodrick

Animation
Tim Lee
Jonathan Perjons
Tristan MartinezLevel Design
Frans Witting
Filip Roos
Eric StockseliusTechnical Art
Scott Merseburg
Oskar Åkesson
Elliot Raud
As a vengeful fish chef, battle the Sushi Yakuza to rescue your kidnapped (favorite) knife

Slashimi was the fourth game I worked on during my time at The Game Assembly & was inspired by Death's DoorMy main role for this project was to create all the animations for the enemies. I also created the rig used for both enemies!We also collaborated with Östra Greve Folkhögskola who did the music and sound design!
This was the first game in which we used a custom engine build by our programmers. This of course came with quite a few hiccups and bumps.However in the end we all managed to pull through to create a game we all could be very proud of.Animating the enemies in this game was something I had a ton of fun doing as the goofy style is exactly what I enjoy doing.

Programming
Fredrik Furuskog
Christoffer Nilsson
Jonathan Rozenberg
Elisia Boikov Siverstoft
Daniel StrömbladGame Artists
Emil Nilsson
Veronica Perez
Ahmad "Emmet" Motamed

Animation
Lisa Martijn
Tristan MartinezLevel Design
Lukas Ax
Nom Köhler
Frans WittingSound Design & Music
Marcel Bascour
Maja Rodrick
This project was done in collaboration with
Elias Bennaceur
who did all the VFX. You can find his website below
Growing up I remember fondly watching every single episode of the latest Gundam show. Later this gave way for my love of mecha games and really cool explosions.
The main goal of this project was to create a fluid & fully omni-directional movement system within UE5 in the style of games such as Armored Core & Daemon Ex Machina. I focused on system creation & implementation.Below you can take a look at my blueprints!
Games such as Guilty Gear, Street Fighter & Touhou Project have always held a special place in my heart ever since I was young.
For this project my goal was to create a cinematic "super move" akin to what you see in a high octane fighting game. My focus on this project was camera work, timing & animating a highly expressive character
Sci-fi & Cyberpunk have always been two of my favorites genres. Works like Metal Gear Rising, Bladerunner & Cyberpunk 2077 are some of my biggest inspirations.
The main goal of this project was to animate a fully rendered short cinematic. I focused on lighting and fully understanding the Maya render pipeline.