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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 in Action

// Gameplay systems I built, captured in engine — tap any shot to enlarge

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. Behaviour is blocked out with a greybox stand-in while the character model is built.

Noise system

A global noise-event system with visible ripples that drive what nearby NPCs can hear, so how you move actually matters. The dog barks when it hears you and can be bribed with thrown food.

Wall-climbing

Contextual climbing with crest-release, so raccoons can scale fences and environment geometry naturally.

Night loop & scoring

A full night loop with ScriptableObject-driven loot lists and scoring. Bins and props spill their contents, and neighbourhood defences escalate over randomised runs.

Local co-op

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

Animation layer

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

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.

3D Assets I Created for This Project

// Every model below was modelled, textured and rigged by me in Blender

trashpandas-raccoon.pngtrashpandas-doghouse.pngtrashpandas-streetlamp.pngtrashpandas-rotisserie-chicken.pngtrashpandas-trashbin.png

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

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