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Taking out the Trash!

About

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Taking Out the Trash! is a 3D physics-based minigame where players clean the streets by collecting rubbish and throwing it into moving dumpsters to earn points within a time limit. The player with the highest score wins!

Project Info

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Role(s):​ Game Developer

Team Size: 1

Timeline: 01 Mar 2022 - 06 Mar 2022

Engine: Unity (C#)

Tags: 3D, Action, Arcade, Physics, Score, Simulation

Updated: Mar, 2026

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The game was developed in six days as part of a private rapid ideation event (Game Jam) themed around COP26, for the Development Practice (GDO710) module during my postgraduate degree in Indie Game Development at Falmouth University.

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The objective is simple: players collect rubbish scattered around the level and throw it into moving dumpsters to score points before time runs out. There are three dumpsters, each awarding a different score depending on its distance from the player. The furthest dumpster awards the most points, but is significantly harder to hit due to its distance and increased movement speed.

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The event spanned two weeks: Week 1 focused on planning, while Week 2 was dedicated to production. The art assets were outsourced, and the sound effects were sourced from Freesound.org and copyright-free YouTube content under Creative Commons licences. The game was submitted and published on itch.io.

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As the solo Game Developer, I programmed the player controller, moving dumpster mechanics, item spawning, item containers, and the scoring system.

 

I also designed the level around the three moving dumpsters, built using free assets from the Unity Asset Store. Each dumpster awards different scores depending on its distance and difficulty, creating a simple risk–reward mechanic that encourages players to decide whether to play it safe or go for the higher-value throws.

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Lastly, I conducted internal playtesting during development, but the short turnaround meant there was limited time to fully implement feedback before submission.​

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I really enjoyed this game jam for two reasons. First, I’m personally passionate about environmental issues, so it was rewarding to create a game inspired by the COP26 theme. Second, it gave me the chance to experiment with physics-driven gameplay in a fun and accessible way.

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Like A Murder of Crows, I felt I had a lot of creative freedom with this project. I decided to revisit mechanics I had experimented with previously, particularly physics-based interactions I had explored in The Forsaken Ruins. This jam gave me the opportunity to expand on those ideas and refine them into a more focused gameplay loop.

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If I had more time, I would have liked to lean further into the environmental theme to make the connection to COP26 clearer. I would also refine the scoring system to encourage players to spend more time replaying the game and trying to improve their score.

 

Overall, I consider the project a successful game jam. While it didn’t fully achieve the larger message it set out to deliver, it resulted in a fun and engaging prototype built within a very short development window.

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