3D animator
Idea and goal:The first portfolio piece I wish to display concerns gameplay and implantation. The main idea is centered around the main character which can transform from a vampiric character into a bat which can then fly around the world.
The character i used for this project is my own character Roxxie who i made my first year at The game assembly. From concept to modeling to rig to animate her and her name is Roxxie. I even made the bat form of her.
Rig
Turnaround Idle
Blueprints:Before I add any sort of detailing to my works I usually prefer to have a good and steady base to work on. This means my first set up for this piece was rather simple with a simple press of a button the main character was transformed into a bat.When I knew this worked in the way I wanted it to I began to make it look nicer and adding details to it, for example adding an animation montage and other effects as seen in this picture and video
Before:
After:
BluePrint Before:
BluePrint After:
Animations:
Transformation
Transformation
Run
Idle
Going up
Going down
Reflections and thoughts:What I wanted to do with this portfolio piece was showing the transformation of a character and also that I can implement to an game engine. I also have further ideas I would have liked to add to this project, for example making an entire level for the character to complete.
Credits:
Necropolis - Graveyard Kit
Idea:I wanted to display a piece where I had worked on a project using motion capture in order to show my skills in that area and what I had learned.
Progress:I began my work with a storyboard that showed roughly how I wanted the introduction to look. After this had been approved by the team I worked with, I recorded myself in the motion capture suit with the help of my team members and began to dance around.With the raw data now available I began to clean up the footage in Motionbuilder. The camera work and environment animations were later done in Maya and were implemented by me with the help of our team's programmers into our game-engine.
Storyboard:
Reflections and thoughts:If I had more time to work on this project I would have loved to also work on the game’s outro with motion capture, since I found this part of the project to be a new and exciting way to work.Also, I would have liked to run more tests on the implementation to the game engine so it all worked in the way I wanted it to and my team and I would have had the opportunity to fine-tune minor mistakes we found.
Monster
Idea and goal:In my last piece I wanted to showcase something big and different that really invokes a certain “wow” feeling. I wanted to really challenge myself this time and had an idea to work with a cinematic sequence set in a first person view, add some kind of creature and render the entire sequence out in Maya.
Process:I began to research and plan on what rigs I could use in this cinematic and what the environment and creature would look like. I made a storyboard on how I would like the sequence to progress and look. During this process my storyboard changed a lot because of certain challenges I was faced with along with feedback I received.
Challange:So what were these challenges I was faced with?My first big challenge during this project was that I lost around two weeks of work when the rig I was supposed to use broke and did not work as I wanted it to do, which made it unusable. I searched for another rig to use and luckily for me I found one that worked and I managed to replicate the work which I had previously done.
The next challenge concerned the first person character’s arm in the new rig I found broke while I was working with its Inverse Kinematics and I was unsure if I had enough time to fix the rig itself. The arms visible in the cinematic sequence were therefore made entirely in Forward Kinematics. Because I had to work entirely with Forward Kinematics I had to do a lot of counter animations in order to have it match my vision of the intended sequence. It was definitely a fun challenge and I learned a lot concerning animating moving arms and fingers.
The third challenge I was faced with was that my original plan and vision of the cinematic sequence had to change slightly because I lost two weeks worth of work and time was running short. In the original plan I had the monster climb on the roof of the room it entered but because of the limited amount of time I instead chose to have the monster run straight at the person and then eat them.
Early Blockout:
Reflections and thoughts:This project’s final result, in my opinion, turned out to be incredible and I am very happy with how it turned out after all the struggles and challenges that I was faced with during the duration of this project. I also had the chance to work in first person animation for the first time which was fun to try. Animating creatures was also something that I had not done a lot of before, but I did want to challenge myself and saw this as a good opportunity to work on creature-animation more. If I had more time to fine-tune details on this project I would have added more movements to the camera and worked even more on polishing the monster, perhaps even adding cool effects to the broken door.
Game projects

" you play as an adorable pig with one big dream: to fly!Your goal is to collect feathers scattered across three levels. Each feather brings you closer to your goal of flight.But there's a twist! The farmer isn't too happy about your escape, and he is hot on your heels!Dodge obstacles and race to collect feathers before you're caught.Can this pig fly? play to find out! "
The first project I participated in at The Game Assembly was the creation of the game When Pigs Fly. It is an obstacle game created in five weeks that takes inspiration from another game, which was Subway Surfers.My primary responsibility was rigging and animating the pig, which is the playable character. Along with that I was also tasked with designing the logo of the game. I also got the opportunity to create both the concept and model of the pig itself.This whole project was a fun and challenging chance for me to work on my skills as an animator. What I particularly enjoyed was the entire journey that began with making the playable character from scratch, going from concept to fully animated and working character implemented into the game engine.
Turn Around
Rig
Turn Around
Rig
Run
Run
Slide
Slide
Jump
Jump
Flip
Flip
Play game Here
Programming:Brandon Mach
Joel Paulin Hugo
Daniel Strömblad
Fredrik Furuskog
Simon NordqvistGame Artist:Melker Ljung
Milla Jaaskkola Landin
Suzanna Kwidzinska
Ivan Radenkovi
Credits:

Level Design:Johan Rosdahl
Maja FlinkAnimation:Minoo Farazdaghi
Nils PåhlmanSound Design & Music:Joel Paulin Hugo




" You're a humble pawn sent forth by the King on a perilous journey. Batlle foes & solve puzzles. Prove your woth and ascend as Queen! "
The second project I participated in at The Game Assembly was a game called Pawn’s Gambit, a mobile puzzle game created in 6 weeks. It was inspired by another mobile game called Lara Croft Go.My responsibilities during this project was centered around creating the playable pawn character’s animation and rig, along with the animation and rig for enemy characters, for example the enemy pawns, the sleepy pawns and the queen. Furthermore I also worked on animating player interactions with levers and pillars.Working on this project was a lot of fun, and what I enjoyed the most was animating several different kinds of characters. Another fun detail was that I got the chance to do some voice acting for the intro of the game. This game was also nominated in a few categories in the annual Rookie Awards 2025. We had the honor of winning the Game of the Year - People’s Choice award and Game of the Year - Runner ups.
Rig
Rig
Rig
Rig
Idle
Idle
Idle
Idle
Attack + Death
Attack + Death
Enemy attack + Death
Enemy attack + Death
Play game Here
Programming:Adrian Ågren
Anton Krook
Emil Barkefors
Fredrik Furuskog
Johan DanielssonGame Artist:Carolina Santesson
Emmett Motamed
Milla Jaaskkola Landin
Sebastian Brymell
Credits:

Level Design:Erik Gatewood
Maja FlinkAnimation:Minoo Farazdaghi
Theo Hübner Sallis
Tristan MartinezSound Design & Music:Emmett Motamed

" As a food delivering princess, jump through the enchanted forest, outsmart the stubborn knight and complete your deliveries before you're dragged back to the castle. "
Our third game project was a 2,5D platform style game called A Royal Delivery. This game took around 12 weeks for us to complete and was inspired by the game Sheepy: A Short Adventure.My primary role in this project was creating the rig and animating the Knight, which is the game antagonist. During the game he has two different phases, for example the first time you meet him the Knight is considered easy to defeat while being harder to defeat the second time around. Along with this I was also involved in animating the reveal sequence for our antagonist and also the end sequence when the game is finished and he accepts that the playable character won the game.This project was both a lot of fun and very challenging to work on, mainly because I worked in sprite sheets for the first time. While it was challenging work, it was also a unique and fun experience, mainly because during previous projects I have not worked on the game’s antagonist character, which I got the chance to do this time around. I certainly learned a lot during this project!
Rig
Rig
Idle
Idle
Run
Run
Faint
Faint
Tornado
Dizzy
Dizzy Cancel
Hammer
Programming:Valter Decorte
Svante Jakobsson
Linus Rodhammar
Brian Wannstam
Elisia Boikov Sivertoft
Joar AnderssonGame Artist:Mikael Brunberg
Oliver Lincke
Melker Ljung
Carolina Santesson
Credits:

Level Design:Lukas Ax
Tiger Tjellesen
Filip RoosAnimation:Minoo Farazdaghi
Emilia Eriksson

" A corruption has consumed your home. As the forest's last hope, solve puzzles and fight corrupted bugs to restore what once was. "
The fourth game project at the Game Assembly I worked on was an adventure game we called Bloom Eternal that was inspired by the game Death’s Door. This project took us about 8 weeks to complete and during those weeks I learned a lot.My role in this project was centered mainly around the game’s main character where I worked on the rig and also animating the character itself. For example, one thing in the game I animated for the main character was a so-called “flower power-up”, which gives the main character a new ability to use for the rest of the game.During this project I also had the opportunity to use my abilities in order to help the team in animating some enemy interactions.
Rig
Idle
Run
Ranged
Melee
Death
Idle
Idle Closed
Open
Idle Open
Programming:Albin Billing
Tobias Lundkvist
Linus Rodhammar
Melvin Turesson NilssonGame Artist:Oliver Andersson
Marcus Isaxon
Milla Jaaskkola Landin
Melker Ljung
Credits:

Level Design:Love Lustig
Eric StockseliusAnimation:Minoo Farazdaghi
Sharon Wai ChaoSound Design & Music:Osar Bjurström
Palle Tenfalk

" When angels and demons waged their final war, a great angel sealed the gate of hell. Now you awaken to break the seal and unleash hell once again. "
The fifth game I worked on at the Game Assembly was different compared to previous projects, for example we worked in larger teams than before and the time we were given for this project was much longer than before. The first four weeks were meant to be all about planning and pre-production tasks which was then followed by ten weeks of game production. This means we spent fourteen weeks on this project. The well known game Diablo served as our inspiration.My role during this project was centered around the main fight with the antagonist at the end of the game. This antagonist was a large angel who was trapped in a hellportal. What I found most challenging with this particular character was the fact that it is a large character with large wings who is in a smaller room. I have previously worked on one game antagonist before but found this to be a challenging moment to animate since this fight with the antagonist is an important part of the game and I wanted to get it just right.
Rig
Idle
Swipe Right
Swipe Left
Slam Right
Slam both
Slam left
Lightbeam attack
Next phase
Sinking
Hurt Idle
Death
Play game Here
Programming:Albin Billing
Valter Decorte
Joel Paulin Hugo
Svante Jakobsson
Johannes Keczan
Brandon Mach
Elias ÖströmGame Artist:Mikael Brunberg
Emilia Georgieva
Marcus Isaxon
Emil Nilsson
Morgan Wildmark
Level Design:Ediz Mehmet
Erik Andersen
Ivan BlombergAnimation:Minoo Farazdaghi
Linus Berglind Kvarnryd
Lisa TringaleTechnical Artist:Keiren Wall
Jonas Gustafsson
Elias Bennaceur

" As a corporate astronaut, jump around colourful planets to collect your lost cargo. Avoid the clingy goobers and become employee of the month! "
The sixth project I worked on was called Catstronaut: Mission Impawssible and was inspired by the well known and much beloved game Super Mario 64. This game-project took our team 15 weeks to complete. The difference with this project compared to others I have worked on was the challenging fact that us animators worked with motion capture and the programme Motionbuilder for the first time.My main role during this project was a cinematic animator, which I was excited for as I really wished to work on a cinematic sequence for a game. The cinematic sequences I ended up working on was the introduction to the game itself and also the outro to the game. I went into deeper depth about this process which you can read about here.Beside being a cinematic animator during this project I also had another role, and that was being the person in the suit when working on the motion capture movements. This was a lot of fun to work on, being the person in the suit doing all the silly movements.
Intro
outro
Run Raw
Run Cleaned
Dance Raw
Dance
Dance
HoloGram Rig
Start Up
Idle
Shut Down
Programming:Albin Billing
Valter Decorte
Joel Paulin Hugo
Svante Jakobsson
Johannes Keczan
Brandon Mach
Elias ÖströmGame Artist:Mikael Brunberg
Emilia Georgieva
Marcus Isaxon
Emil Nilsson
Morgan Wildmark
Credits:

Level Design:Ediz Mehmet
Erik Andersen
Ivan BlombergAnimation:Minoo Farazdaghi
Linus Berglind Kvarnryd
Lisa TringaleTechnical Artist:Keiren Wall
Jonas Gustafsson
Elias Bennaceur

Before I started my education at the Game Assembly I had a previous employment as a 3D generalist artist intern for three months and then as a 2D layout artist for a month at Slugger Film.
Here you can see some of the works I made during my time there.
I created a 3D animation of a car hitting a tree. I also created some 3D assets, for example I modelled a bottle and designed the logo on it.
Movie Scene:
Truck Animation:
The 2D work that I did mostly consists of layout poses of the main character Nalle Maja in the movie that I worked on. Beyond that I also did some key poses for a particular frog character in the movie along with an audience that is seen in the background of some scenes in the movie.
Movie Scene:
2D Layout Shots:
Credits:
Slugger Film AB

Hello! My name is Minoo and I’m a 3D Animator currently studying at The Game Assembly.I have loved 2D and 3D animation since I was very young and my biggest dream has always been to work as an animator at a studio one day. For a short while that dream came true but now I am looking for a new place where I can learn even more and evolve as an animator!My favourite things to do is keyframe animation but also rigging and implementing my animations into an engine.My big passion is bringing characters to life, both for cinematic sequences and gameplay, with a good story for them to follow.Beyond my education at The Game Assembly I also had 4 months of work experience as both a 3D General Artist and as a 2D Layout Artist.
I am part of The Game Assembly’s internship program. As per the
agreement between the Games Industry and The Game Assembly, neither
student nor company may be in contact with one another regarding
internships before April 15th.
Any internship offers can be made on April 27th, at the earliest.