Hi, I am Johan, a Technical Designer working with Gameplay Scripting & Design!
I currently work as a Technical Designer at Starbreeze Studios in Stockholm, Sweden. My role has me working with a vast array of departments, prototyping and finalizing gameplay related systems, as well as supporting my team members in various ways by providing tools to make everyone’s lives a little easier.
AI Flocking Behaviour
AI using flocking behaviour, which implements Cohesion, Separation, Alignment, Goal seeking, Field of View, Dynamic Obstacle- and Mouse Avoidance.
The algorithms are weighted by distance. In this scene, I created fish AI which avoids the mouse cursor, but the behaviour is highly customizable and the algorithms can be tweaked and saved through a Customized Inspector.
AI Behaviour Tree
I built a Behaviour Tree system and created two AIs with different behaviours using it. Both AIs area also using an A* pathfinding which is using weights to navigate the area.
The first AI tries to activate each of the generators, while the second AI patrols the area and tries to catch the first AI if it spots it.
Eight Days of Invasion (WIP)
This project is a personal project I’m currently working on in my spare time. The game is a mix of a Twin-Stick Shooter and a Tower Defence game, where the player switches between controlling a spaceship and building satellite turrets to defend the planet from waves of attacking enemy ships.
The project originated from a 2-week course covering UI scripting and UX design, where I focused on creating a modular menu system with changeable graphics and audio settings. Settings are saved to a file and I will add even more graphics and gameplay settings in the future.