Moped Mayhem

An original browser game. Already 10K+ players.

Moped Mayhem turns food delivery into a 3D arcade game. Super Rad created the concept, planned the experience, built the assets, and developed the entire game. More than 10,000 players have played since release, and it is still in alpha.

Client

Moped Mayhem

Role

Concept, previsualization, planning, design, 3D assets, full game development

Stack

TypeScript / Three.js / Rapier / Vite

Moped Mayhem artwork displayed on a laptop in a scooter workshop mockup

The result

A playable world with an audience already in it.

The alpha has reached more than 10,000 players since release. It brings together the driving, delivery systems, city, and interface in a game that runs in the browser.

10K+

players since release

An audience reached while the game is still in alpha.

Alpha

released and playable

An evolving game with further development ahead.

End to end

created by Super Rad

Concept, previsualization, planning, code, and original 3D assets.

Make an everyday job worth playing.

The concept starts with a familiar task: pick up food and get it to the customer. Speed, fragile orders, tight corners, and risky shortcuts turn that task into an arcade driving problem.

The challenge was to make all of those parts work together. Driving needed to feel playful, objectives needed to stay readable, and the city needed to support both navigation and exploration.

Concept to code

The game and the tools behind it.

Super Rad handled the full production, beginning with the concept, previsualization, and planning, then carrying that direction through game development and 3D asset creation.

Physical arcade driving

Three.js renders the world while Rapier handles physics. Steering, suspension, drifting, air control, and ragdoll crashes give the ride its character.

A delivery loop with consequences

Orders connect restaurant pickups to dropoffs. Timers, food condition, ratings, and trick bonuses make the route and the way it is driven matter.

An interface inside the world

An in-game phone brings orders, a minimap, route guidance, rider information, and settings together. Character and vehicle customization extend the player experience.

A custom world-building editor

Tools for maps, terrain, materials, models, prefabs, vehicles, and clothing make it possible to build and revise the city alongside the game.

A street-level view of Moped Mayhem's 3D city with buildings, sidewalks, and a long avenue
An in-engine view of the city. The world, assets, and browser runtime were developed as parts of the same game.

Built for the browser

The world has to work as well as it looks.

A browser game makes loading, rendering, and simulation part of the design problem. Reusable assets, compiled prefabs, graphics settings, and physics culling help manage a world with many moving parts.

The result is an original game with more than 10,000 players and a working foundation for continued development. The alpha status matters: this case study describes a released game that is still growing.

The takeaway

From an original idea to a world people play.

Moped Mayhem brings concept development, visual design, 3D production, and engineering into one project. Have an interactive experience in mind? Let's build it.

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