⇠ Back to Home

Vibrant Actions

Vibrant Actions is an educational first-person collect-a-thon about cleaning a trash-laden coastline, aimed at 6th graders in the US. Players are shown effects of environmental pollution and can reverse damage done via sustainable waste management practices, with the goal of encouraging them to model these good practices in their daily lives.

Gameplay footage courtesy of my team members, who worked hard yet flexibly to complete the game in a brief turnaround time!

Fast Facts

Team Size: 4
Roles: Designer, Gameplay Programmer, and Process/Project Management
Timeframe: 7 weeks
Engine: Unity
Language: C#


  • Researched sustainable waste management practices, their relevance in early middle school curricula, and how a designer might approach conveying the topic to a younger audience through interactivity and play.
    • Improved on feature/context analysis skills by considering similar games, their goals, and mechanics.
  • Designed core gameplay loop around the procedural rhetoric to teach players about sustainable waste management through repeated in-game actions.
  • Designed a minigame where the player recycles trash by disposing it in the correct bin.
  • Created a feedback-driven experience by leveraging sound effects and animations.
    • Enhanced game feel by animating trash flying to the player in an arc when collected, accompanied by swoosh and thunk sound effects.
    • Added different sounds to the recycling minigame that play depending on whether the player sorts trash into the correct bin.
  • Coordinated and ran playtests, compiling and analysing feedback from observing testers and survey data.
  • Contributed to and maintained core design documentation.

Trash flies toward the player in an arc when collected, accompanied by swoosh and thunk sound effects. The above clip has sound.

The recycling minigame. To give the player feedback, different sounds play depending on whether they choose the right bin. The above clip has sound.


  • Developed player feedback systems that were used to improve the overall game feel.
    • Spherically lerped the movement of trash when collected to make it fly in an arc towards the player's location.
    • Used two AudioSources to schedule playback of the swoosh and thunk sound effects when players interact with trash.
  • Wrote gameplay and input-handling logic for a recycling minigame where the player sorts trash collected into recycling and landfill bins.
    • Developed an inventory system to be used alongside the recycling minigame by using a stack to create the impression that the player is pulling trash out of their bag, one at a time, to be disposed of.
  • Built a StateManager class to handle switching of input setups and camera views when the player transitions between collecting and recycling trash in the scene.
  • Programmed compass-like arrow UI that points the player to the nearest uncollected piece of trash.
  • Added volume sliders for music and sound effects in the main menu screen.

Spherically lerping the movement of trash when collected makes it fly toward the player in an arc. Two AudioSources were used to schedule playback of accompanying swoosh and thunk sound effects. The above clip has sound.
The recycling minigame. To give the player feedback, different sounds play depending on whether they choose the right bin. The next item in the player's inventory is displayed at the bottom of the screen. The above clip has sound.
Compass-like arrow UI that points the player to the nearest uncollected piece of trash.
Switching states between collecting and recycling trash requires changing input setups and camera views.


  • Directed cross-functional team of 4 using Scrum methodologies.
  • Scheduled regular standup meetings and facilitated brainstorming sessions to make sure the team was on the same page regarding project goals throughout the course of development.
  • Tracked project timeline and managed scope with respect to upcoming deadlines.
  • Maintained project Trello board.


  • Creating an experience appropriate for the game's target audience (5th and 6th graders in the US).
    • Striking a balance between engagement and learning, keeping in mind the project's educational goals.
    • Making sure good habits depicted through gameplay were grounded in real-life best practices.
  • Finding an efficient, sensible, and scalable way to handle player state and transitions between states.
  • Managing project scope, making pivots as needed whilst maintaining a shared vision for the project.
  • Facilitating internal communications and development processes over a short turnaround period to ensure the team felt supported.


Beautifying Environments and Tying Progression to Feedback

Having coastal and marine life appear gradually as the player cleans the beach up will make the environment feel livelier. It will also positively reinforce the player's actions in-game, by giving them a visual representation of their progress.

Obtaining More Feedback

Holding more playtests with people from our target audience will help us better understand how we can further enhance and tweak the experience to be as educational and engaging as possible.

Smoother Camera Movements when Switching States

Currently, the camera jumps between positions when the player changes state between collecting and recycling trash. Lerping its movement between these two positions will make the transition less jarring and provide a smoother experience overall.


The camera makes a sudden jump between positions when the player switches states between collecting and recycling trash, which can be jarring.


itch.io Page

Click the button below to access the project's itch.io page:


Vibrant Actions itch.io Page

Play the Game!

Installation Instructions

  1. Click the button below to get access to Vibrant Actions.zip
  2. Download and extract the contents of Vibrant Actions.zip
  3. Run GamesForChange.exe

Link to Build

Link to Repo

Click the button below to access the project's repository:


Vibrant Actions Repo