Planet Mushroom: Multi-Directional Endless Runner

Saturday, Mar 1, 2014 | 3 minute read | Updated at Saturday, Mar 1, 2014

@

Role: Solo Developer (Programming, 3D Art, Game Design)
Duration: 2013–2014
Stack: Unity3D, C#, Blender, Android SDK

Planet Mushroom gameplay trailer showcasing multi-directional freedom


My First Steps in 3D Development

Planet Mushroom was my first major 3D project and a complete dive into game development and 3D graphics programming. Learning Unity3D and Blender at the same time, I decided to reinvent one of mobile gaming’s most popular genres by fixing a design problem: the restrictive linearity of endless runners.

The project became my proving ground for 3D technical skills, teaching me the full product lifecycle from concept to 10,000+ downloads on the Google Play Store. It opened doors into 3D development.


The Linear Endless Runner Problem

Endless runners dominated mobile gaming in the early 2010s, but the genre followed a rigid formula. Games like Temple Run and Subway Surfers offered reflex-based challenges but locked players into left-right dodging and lane switching along a fixed (or sort of) forward trajectory.

Players couldn’t explore, backtrack, or choose their own path. The “endless” aspect referred only to distance, not spatial freedom.


Infinite Multi-Directional Procedural World

I built Planet Mushroom as a 3D endless runner that replaced linear corridors with true spatial freedom. Players could jump in any direction (forward, backward, left, right, or diagonal) across a procedurally generated world that extended infinitely in all directions. The game rewarded exploration and pathfinding skills over pure reaction time, with some decision making: chase distant collectibles, retreat to safer zones, or risk shortcuts across gaps.

Key mechanics:

  • 360-degree movement with full directional control via tilt
  • Infinite world generation that ran smoothly on 2013 Android devices
  • Dynamic difficulty progression increasing velocity, platform spacing and hazard density over time
  • Score multipliers encouraging players to start new runs

Technical Architecture

Infinite World Generation

The core technical challenge was generating an infinite 3D world without frame rate drops on low-end mobile hardware in 2013. I built a 3×3 grid streaming system that kept playable world regions loaded while culling distant geometry.

System architecture:

  1. Grid cell management - World divided into square regions containing platform clusters
  2. Active 9-cell buffer - Player always surrounded by 3×3 grid of loaded cells
  3. Directional streaming - When player exits a cell, system spawns 3 new cells in movement direction
  4. Automatic culling - Cells beyond the 9-cell buffer destroyed to free memory

Procedural Platform Generation

Each grid cell placed mushroom platforms while managing the density:

  • Difficulty scaling via platform spacing and gap distances
  • Collectible distribution using weighted randomization
  • Hazard placement ensuring playable paths always existed
  • Visual variety through randomized mushroom sizes and colors

Development & Publishing

Solo Production Pipeline

As my first major 3D project, Planet Mushroom meant learning the complete game development stack:

3D Art & Animation:

  • Modeled mushroom platforms, character, and environmental props in Blender
  • Particles and shaders

Programming:

  • Built physics-based character controller with mobile input
  • Built procedural generation system with spatial partitioning
  • Integrated ad monetization SDKs for free-to-play model

Publishing:

  • Handled Google Play Store submission and compliance requirements
  • Created marketing materials and managed a community on social media
  • Iterated based on early user feedback during development

Development took about 12 months as a solo effort while learning Unity3D and Blender.


Performance Metrics & Impact

Launch & Growth

  • 10,000+ downloads within months of 2014 launch via initial spike and sustained growth
  • Partnership with gaming company accelerated distribution and visibility in the competitive mobile market
  • Monetized through ad-based revenue model between gameplay sessions

Building visual experiences? Reach out or connect on LinkedIn .

© 2014 - 2025 Jessy Leite