Trash Pandas is a 3D stealth-comedy game for PC (Steam), built in Unity. 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. Think Untitled Goose Game meets Overcooked, where the comedy comes from physics and reactive AI rather than scripted gags. Runs are short and randomised, neighbourhood defences escalate over time, and co-op is local shared-screen with drop-in join.
Status: in active development. There is a complete, playable game loop on one art-dressed street. Next milestones are NPC character models, UI, and a Steam demo.
- Physics-based grab, carry and throw using 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.
- Contextual wall-climbing with crest-release.
- A global noise-event system with visible ripples that drive what NPCs can hear.
- FSM-based NPC AI: a homeowner with investigate, chase and give-up behaviours, and a dog that outruns the player but can be bribed with thrown food.
- A full night loop with ScriptableObject-driven loot lists and scoring.
- Local co-op with device pairing and a group-framing camera.
- An animation layer bridging gameplay to blend trees, with avatar-masked carry poses and hand-bob motion transfer.
Hand-modelled chunky low-poly art on a single flat-colour palette texture. Night lighting built from warm amber pools against a blue-violet ambience. The raccoon is fully rigged and animated in Blender (locomotion, climb, carry and throw sets).
Unity 6.3 LTS (URP, Forward+), C#, the new Input System, Cinemachine 3, Unity NavMesh, Blender for all assets, and Git with LFS. Gameplay code written in an AI-assisted workflow.
Solo developer: game design, all 3D modelling, rigging, animation, Unity implementation, lighting and tuning.