Milkman Mayhem

ROLL
Project Overview:
Designer |Level designer| Game Tester
Description:
Milkman Mayham is a fast-paced endless runner developed in Unity. Players deliver milk while avoiding obstacles and navigating through a suburban neighborhood. The project was created in a multidisciplinary team where I worked as a Level Designer, contributing to level prototyping, environmental dressing, prefab creation, and optimization.
YEAR:
2025
GENRE
3D Endless Runner
PLATTFORM
Residential Prefabs:
I decorated several residential prefabs using existing assets in Unity. By combining trees, fences and hedges, I created greater environmental variety while keeping the player's focus on the road.
Since the player follows a linear path and cannot enter the residential areas, I also removed unnecessary colliders from the houses and surrounding props. This reduced collision calculations without affecting gameplay.
My Contributions:
Blockout level
Early Level Prototype:
This blockout was created before the procedural road tool had been completed.
Once the tool became available, the team redesigned the level to take advantage of the new workflow. Although this prototype was not used in the final game, it helped explore level layout and gameplay flow during early development.
This experience taught me the importance of close collaboration between level designers and programmers when creating production pipelines.
My Contributions:
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Level Design – Created an early blockout prototype to explore level flow and gameplay.
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Gameplay Research – Analyzed endless runners such as Temple Run and Pepsiman to identify mechanics and level design principles that could inspire the project.
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Environment Dressing – Decorated residential prefabs using trees, fences and hedges to improve environmental variation and player readability.
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Prefab Development – Collaborated with the level design team to create and polish reusable residential prefabs.
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Optimization – Removed unnecessary colliders from residential assets outside the player's path to reduce collision calculations without affecting gameplay.




What I Learned
Working on Milkman Mayham taught me several important aspects of collaborative level design.
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I learned how early communication between level designers and programmers is essential, especially when gameplay tools are still under development.
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I gained experience creating and iterating on early blockout levels, understanding that prototypes often evolve as new tools and workflows become available.
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I learned how environmental dressing with simple assets such as trees, fences, and hedges can improve both visual variety and player readability.
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I became more aware of optimization by removing unnecessary colliders from assets outside the playable area without affecting gameplay.
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I also gained experience collaborating within a multidisciplinary team, sharing responsibilities and contributing to a common visual style.





