Tristan Martinez

Gameplay & Cinematic Animator


Show Reel!

Portfolio Launch In:


    About Me

    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.

    Portfolio

    Below you can find more in-depth dive into the main works featured in my show reel.

    Game Projects

    Here you can take a look at some of the game projects I made during my time at The Game Assembly

    Merle

    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.



    Player Highlights

    Programming
    Melvin Nillson
    Anton Krook
    Emil Barkefors
    Daniel Strömblad
    Johan Danielsson
    Game Artists
    Carolina Santesson
    Isak Emanuel Zillén
    Adina Dahl
    Emmy Sofia Lövdahl

    Animation
    Tim Lee
    Jonathan Perjons
    Tristan Martinez
    Level Design
    Frans Witting
    Filip Roos
    Eric Stockselius
    Technical Art
    Scott Merseburg
    Oskar Åkesson
    Elliot Raud

    Pawn's Gambit

    Video

    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!

    Video
    Video


    Enemy Animations

    King

    Rook

    Programming
    Adrian Ågren
    Anton Krook
    Emil Barkefors
    Fredrik Furuskog
    Johan Danielsson
    Game Artists
    Carolina Santesson
    Emmett Motamed
    Milla Jaaskkola Landin
    Sebastian Brymell

    Animation
    Minoo Farazdaghi
    Theo Hübner Sallis
    Tristan Martinez
    Level Design
    Erik Gatewood
    Maja Flink
    Sound Design & Music
    Emmett Motamed

    Spite: Oathbound

    Video

    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.

    Being able to hide clipping due to the perspective was a fun thing to learn



    Player Showcase

    Boss Showcase

    Programming
    Melvin Nillson
    Anton Krook
    Emil Barkefors
    Daniel Strömblad
    Johan Danielsson
    Game Artists
    Carolina Santesson
    Isak Emanuel Zillén
    Adina Dahl
    Emmy Sofia Lövdahl
    Sound & Music
    Marcel Bascour
    Maja Rodrick

    Animation
    Tim Lee
    Jonathan Perjons
    Tristan Martinez
    Level Design
    Frans Witting
    Filip Roos
    Eric Stockselius
    Technical Art
    Scott Merseburg
    Oskar Åkesson
    Elliot Raud

    Slashimi

    Video

    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.



    Melee Enemy Showcase

    Ranged Enemy Showcase

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

    Animation
    Lisa Martijn
    Tristan Martinez
    Level Design
    Lukas Ax
    Nom Köhler
    Frans Witting
    Sound Design & Music
    Marcel Bascour
    Maja Rodrick

    UE5 Mecha System

    Video

    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!

    Main Player Controller BP

    Player Animation Blueprint

    Anime Fighting Game Super

    Video

    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

    Fully Rendered Sci-fi Cinematic

    Video

    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.