Trash Pandas
A co-op stealth comedy where one to four raccoons raid a sleeping suburb before sunrise. I'm building it solo in Unity, designing every system and making every model and animation.
- Role
- Solo developer
- Discipline
- Game, 3D, Animation
- Year
- 2026
- Tools
- Unity, C#, Blender, URP
- Links
- Code on GitHub

Think Untitled Goose Game meets Overcooked. Each night, up to four raccoons sneak out of their den with a shopping list of food and trinkets to steal before the sun comes up. The comedy isn’t scripted. It comes from physics, and from a neighbourhood that notices you.
Picking things up should be funny
Every grabbable object hangs off a ConfigurableJoint, tuned per object for hold position, rotation and stiffness. Throws scale with the object’s mass, and objects drop on their own if they snag on scenery. A kinematic proxy sits between the joint and the player, so carrying something heavy never yanks the raccoon around.
Climbing is contextual: raccoons scale fences and other geometry and release cleanly at the top, so getting over the neighbourhood’s fences and walls feels natural.
The neighbourhood listens
A global noise system turns every footstep, knocked bin and dropped object into an event with a visible ripple. Nearby characters only react to what they could actually hear, so how you move matters. The dog barks when it hears you, and you can bribe it by throwing it food. The homeowner runs on a state machine that investigates, chases and eventually gives up.
Each night is driven by ScriptableObject loot lists and scoring. Bins spill, props scatter, and the neighbourhood’s defences escalate over randomised runs. A group-framing camera keeps up to four players on one shared screen, with drop-in join.

Art that stays out of the way
Everything is hand-modelled, chunky low-poly on a single flat-colour palette texture, so the whole game shares one material. Night lighting is warm amber pools against a blue-violet ambience. The raccoon is rigged and animated in Blender with locomotion, climbing, carrying and throwing sets. In Unity, an avatar mask keeps the carry pose on the arms while the legs keep running, and hand bob carries through to whatever’s being held.
Where it’s at
The full night loop is playable on one finished street. Next are the NPC character models, UI and a Steam demo. I handle the design, all the 3D art and animation, implementation, lighting and tuning.