
Hello! I’m Ville Westermark.
I’m a Swedish animator/technical animator that enjoys creating gameplay animations that packs appeal and feeeels good to play. I’m an advocate for layering keyframe animation with procedural solutions in engine to create both the most expressive and responsive animation. All depending on style of the project of course.
I can take any asset and rig, skin, animate and make an animation system in the game where I implement the animations.
I am an excellent team player. Super comfortable working in Unreal Engine and know my ways around other game engines like Godot and Unity too. Learning a different or a proprietary engine wouldn’t be a problem neither.
CV
Work history
Playful Spirits / Lead Animator & Co-Founder
February 2025 – July 2026
Responsible for all animation related things. Creating and maintaining animation workflows and pipelines. Rigging, creating hand keyed animations, implementing and setting up animation systems in the game including replication of animations. Used Unreal Engine’s Gameplay Ability System (GAS).
Projects:
- Everdeep Dungeons 2025-2026
All Animation & Technical Animation
Unreal Engine 5
Blender
Thunderful Development / Animator
September 2020 – January 2025
Animation, rigging, implementation/setting up animation systems in the game engine.
Projects:
- Unannounced Project 2022-2025
Gameplay & Technical Animation
Unreal Engine 5
Maya - SteamWorld Heist II 2023-2024
Animation
In-house engine
Blender - The Gunk 2020-2022
Animation & Technical Animation
Unreal Engine 4
Blender
Way Creative Films / Editor and post production generalist
June 2015 – August 2018
My work involved editing, motion graphics, visual effects and mastering. Some of the clients I have worked with are SVT, Anagram, Subaru, Skånetrafiken and a lot more. I worked on very diverse projects, it was commercials, TV shows, feature films, short films etc.
Education
The Game Assembly / Game Animation
September 2018 – 2021
Higher vocational education. Includes 8 cross disciplinary game projects over the first two years each taking between 8-10 weeks half time (4h/day) in groups of about 13 persons. Ended with an internship at Image & Form/Thunderful Development where I immediately were thrown into working on the game The Gunk and quickly became one of the developers.
Malmö University / Visual communication, BA
September 2012 – June 2015
Bachelor of arts in visual communication focusing on moving images. My examination work was a study about what signs an animator uses to represent emotions through an animated character’s movement, posture and poses.
