JOAKIM BÖRJESSON
GAME DESIGNER

Prototypes - FloofCorp
Multiple projects and games at FloofCorp, from small prototypes to mobile games.
2020 - 2021
MY TIME AT FLOOFCORP
I started working at FloofCorp after my internship was completed there as part of the internship portion of the Future Games indie game developer education.
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I was mainly a programmer at FloofCorp and assisting with design. The role quickly evolved into a technical designer role, and I worked exclusively in Unity during my time at FloofCorp.
During my time at FloofCorp, I worked on a few prototypes and created multiple design documents for potential projects. Two projects that we worked on were canceled, and two mobile games were released, one of which I worked on.

SHIELD RUNNER
MY ROLE: Technical Designer
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GENRE: 3-Lane Endless Runner
PLATFORM: IOS & ANDROID
ENGINE: Unity
TIME: ~2 Months

DESCRIPTION:
Shield Runner is a mobile game developed in Unity, its a classic runner which its own twist. The player has three coloured shields that they swap between to block the attacks of an enemy of the same colour.
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RETROSPECTIVE:
This project was my last project at FloofCrop. It started as a submission to the 2020 global game jam with the theme "repair." After the game jam, we wanted to take the game forward, but we opted to make it in 3D because we had only worked in 2D so far, and we wanted to explore a 3D pipeline for the company.
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The project was handled by the artist at FloofCorp and me.
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This project was a few firsts for the artist and me, with whom I worked on this game. It was the first launched game and it was the first 3D game for both of us to release.


SHIELDRUN
"ShieldRun" was the game jam version for the 2020 Global Game Jam
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It was made by the artist at FloofCorp and me. We had 48 hours to complete it, and we did.
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The theme was "repair," and we knew we wanted to make a game that could be played on a phone.
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We opted for pixel art style for speed and kept it 2D for simplicity. The project was structured well, and we had time for polish and playtesting.
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It was an enjoyable little game to throw together.​​

PROJECT: ASCEND
MY ROLE: Programmer
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GENRE: Rogue-like puzzle game
PLATFORM: PC
ENGINE: Unity
TIME: ~2 Months

DESCRIPTION:
​Ascend was the project name for the game I was programming the mutant AI for. The game was a 2D top-down stealth game with some light puzzle elements, focusing on the interaction between the player and the mutants through stealth and item usage.
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RETROSPECTIVE:
My task for this project was to build a modular AI system that all our mutant enemies could use.
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I built the AI using a core script simple called "mutant," and it used a finite state machine that ran ScriptableObject states, passing the mutant call into the states to perform its actions. There were seven states: Attack, Chase, Idle, Look, Patrol, Scan, and Search. Additionally, the mutants had behaviours (also ScriptableObjects) attached to each state. The behaviours hold the logic for how and what a mutant does when it performs one of the seven states. An example would be that two mutants could patrol differently.
The driver for mutant AI logic was its sensory component. These were three simple scripts that mimic human perception. Not all mutants had sight, and not all mutants could hear. The three sensory components were: Sight, Hearing, and "Minimal Perception." The minimal perception was a simple "get too close, and it will detect you."