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Milkman Mayhem

ROLL

Designer (Level designer)

Description:

My main focus on this project was as a level designer. But I also did gametesting. I created prefabs in Unity that was used to build the levels. These prefabs contained houses, trees, hedges and fences. We where many designers and so that all would have work to contribute we split work this way that nobody did all steps so all level designers could contribute. I also did a blockout level that the team decided didn't made the final cut.

Milkman Mayhem is a 3D Endless Runner that challenges the player with multitasking. Aim at targets and throw your milk, while dodging obstacles.

These are the prefabs I decoraded with assets in Unity.  I added Trees, fences ​ and hedges.

In these prefabs i deleted the colliders since the player won't be able to collide with them. In that way the colliders didn't needed to be loaded.

Trailer

Blockout level

This is the blockout level i made. It didn't made the final cut. The reason is  the

road-tool  the programers made for us only allow one way and not serval  crossroads like in this map. I learned  deeper  talks with the programmers early on could have helped for a working blockout level.

Timeline for how we worked:

 

Pitching ideas:

First everybody got to present their ideas for a game for the team to make. In the end the idea that won was a runner where you deliver milk. We used Miro to make posts with ideas we wanted to bring to the game.

 

Team Contract:

We made the team contract, signed it and were assigned roles. My role was Level designer.

 

Get inspiration:

Since we couldn't find a teacher to ask, we, the four level designers, started to ask a second year student how to start. She told us to take the entire day to play games we used for inspiration. So we started finding the two games, Pepsiman and Temple run and played those games.

 

Blockout level:

The next day we started on a blockout level while the programmers started to develop a road tool for level designers to use. It wasn’t ready to use until the week after if I recall correctly.

Playtesters:

We had several kids test the game but  because of the flu going around I missed that part like most of the people in our team. But we did get some feedback.

 

Building prefabs:

After that because we were many level designers for a small project so we split up the building house prefabs work so everybody did a small amount of work on them but nobody did all of it.

I decorated the residential prefabs with trees, fences and hedges to improve environmental variation and readability along the player path.

 

I also deleted the colliders on the assets since the player follows a linear path and won’t run off the path into the houses. In that way the game didn’t need to load the colliders when the player started the game.

My roll summery:

My role as a Level designer:

  • Pitching ideas with the help of Mira.

  • Research similar games.

  • Prototyping a blockout level. Learning deeper talks with programmers could be useful for a blockout level that would have worked with the road tool.

  • Asset and prefabs buildings that were decorated with Trees, Fences and Hedges.

  • Did remove colliders on house and decor outside of the players linear movement.

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