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Trash Pandas
Trash Pandas

// Currently in active development

// Project Definition
Project:Trash Pandas
Year:2026 (in active development)
Type:3D Stealth-Comedy Game — PC / Steam
Role:Solo Developer — design, 3D art, animation, programming
Players:1 to 4, local shared-screen co-op with drop-in join
Tech:
Unity 6.3 LTSURPC#Input SystemCinemachine 3NavMeshBlenderGit LFS

The pitch: Untitled Goose Game meets Overcooked. One to four raccoons sneak out of their den each night to raid a sleeping suburban neighbourhood, stealing food and trinkets from a nightly shopping list before sunrise. The comedy comes from physics and reactive AI rather than scripted gags.

Systems Built So Far

Physics grab, carry & throw

Built on ConfigurableJoints with per-object tuning: hold position, rotation, stiffness, mass-scaled throws, auto-drop on snag, and a kinematic proxy that removes joint recoil on the player.

Reactive NPC AI

State-machine AI including a homeowner that investigates, chases and gives up, and a dog that outruns the player but can be bribed with thrown food.

Noise system

A global noise-event system with visible ripples that drive what nearby NPCs can hear, so how you move actually matters.

Wall-climbing

Contextual climbing with crest-release, so raccoons can scale the environment naturally.

Night loop & scoring

A full night loop with ScriptableObject-driven loot lists and scoring, and neighbourhood defences that escalate over randomised runs.

Local co-op

Device pairing and a group-framing camera for one-to-four-player shared-screen play.

Animation layer

Gameplay bridged to blend trees, with avatar-masked carry poses and hand-bob motion transfer for believable movement.

In Engine

// Gameplay captured in Unity — tap any shot to enlarge

Art & Craft

Hand-modelled chunky low-poly art on a single flat-colour palette texture, with night lighting built from warm amber pools against a blue-violet ambience. The raccoon is fully rigged and animated in Blender, with locomotion, climb, carry and throw sets.

As the solo developer I handle the game design, all 3D modelling, rigging and animation, the Unity implementation, lighting and tuning, with gameplay code written in an AI-assisted workflow.

There is a complete, playable game loop on one art-dressed street.

Next milestones: NPC character models, UI, and a Steam demo.