Dumpster Dining
Run a Raccoon diner by digging into a real-world trash can in this Alternative Controller game. Originally created as a piece for Sheridan College's week long game jam challenge, this project is now a finalist for alt.ctrl GDC in 2026!
Project Status: Ongoing
Team Size: 5
Project Duration: Originally 5 days, now ongoing since October 2025
Software Used: Unity, Miro, Mircosoft Teams, Mircosoft Word, Github, Audacity, Adobe Premier Pro
Primary Roles: Project Manager, Lead Game Designer, Assistant Programmer, Assistant Prop Maker
Project Manager
My main role was serving as a Project Manager. I helped develop organization practices and lead communication among the team. I continue to manage communications between my team and GDC for our upcoming conference.
During this week long alt control challenge, my team began by getting to know each other then discussing our skills and goals for this project. We conducted a premortem to mitigate potential risks and determine possible solutions. Then developed team rules and practices to ensure a psychologically safe work environment.

Image of team charter and team responses
Our team brainstormed separate concepts then met to reflect and compare on our ideas. We were all excited about the idea of a raccoon in the garbage so we decided to build on it. We then worked together to create the final game concept by comparing which ideas best represented our design pillars and ideal player experience.
Once our idea was finalized, I created a Kanban board in Miro. We all worked together to list the tasks needed to finish the project. Larger tasks were broken down into smaller tasks. Every team member had their own colour so we could clearly see that tasks were divided evenly.

Image of Kanban board at the end of the week
As a team, we established rules to ask questions and ask help. This clear communication helped the team feel safe and energized to work.
Once the game was completed, we held a final retrospective about how the week went. Every single team member said they had a wonderful time and that this was the best design week they have ever participated in. Since we established such a safe workspace early on, it led to the success of our team.

Image of my reflection on the design week
After the week, we submitted to alt.ctrl GDC. I helped divide up the tasks for the application so we could submit it ahead of schedule.
In a month, we heard that we had been accepted and began preparations for the conference.
Lead Game Designer
I also lead game design processes and decisions. I helped create design pillars to guide creation for other team members. I developed a flow chart to finalize the player's experience and game goals. I ran playtesting sessions by defining goals for the playtest, then gathering observations based on player actions. Based on the feedback gathered, the team implemented changes to create an enjoyable experience.
We began by researching previous alt control games to have an understanding about the possibilities.

We then did short brainstorming sessions then converged with other team members to brainstorm together.

We combined our favorite ideas then fleshed them out. We shared them with other teams to gather feedback and opinions.

Based on feedback and our own individual interest, we decided to build on the raccoon idea. We held individual brainstorming sessions so we could all develop our own ideas without influence from each other.

Once our individual concepts were completed, we shared and compared. We then developed a final concept using the qualities we like best from each idea.
I then developed a detailed flow chart so every team member could understand the game experience. When creating the flow chart, I would ask clarifying questions and ask outsiders to take a look to see if they understand.

As we continued to develop, we neared our playtesting stage. We created a list of questions that we want to answer with playtesting. Our game was not playable in-engine yet, so we improvised a play test. Myself and other team members acted as the raccoons placing orders. The play tester got to interact with the controller and we gathered valuable information about timing and usability.



Assistant Programmer
I assisted in simple programming and prop making tasks. I programmed UI elements and scene transitions so our lead programmer could focus on more difficult tasks.

Assistant Prop maker
I also assisted in prop making, since our game needed lots of garbage pieces to find. When creating the props I aimed to created unique shapes and novelty textures to surprise our players.