Trashbot

A Game For Change

AR mobile game for anyone from anywhere to participate in cleaning up the North Branch of Chicago River. Players will become river guardians and join the championship of collecting trash by remotely driving the trashbot. In the meantime, real trash will be removed from the river.

Timeline

Jun 2020 - Aug 2020 March 2021 - Apr 2021 (5 Months)

Role

Game Design, UI/UX Design, 3D Design, Game Development

Tool

Sketch, Figma, Cinema 4D, Processing

Teammate

/

Instructor

Nikita Pashenkov (for Processing Demo)

Trashbot

A Game For Change

AR mobile game for anyone from anywhere to participate in cleaning up the North Branch of Chicago River. Players will become river guardians and join the championship of collecting trash by remotely driving the trashbot. In the meantime, real trash will be removed from the river.

Timeline

Jun 2020 - Aug 2020 March 2021 - Apr 2021 (5 Months)

Role

Game Design, UI/UX Design, 3D Design, Game Development

Tool

Sketch, Figma, Cinema 4D, Processing

Teammate

/

Instructor

Nikita Pashenkov (for Processing Demo)

Trashbot

A Game For Change

AR mobile game for anyone from anywhere to participate in cleaning up the North Branch of Chicago River. Players will become river guardians and join the championship of collecting trash by remotely driving the trashbot. In the meantime, real trash will be removed from the river.

Timeline

Jun 2020 - Aug 2020 March 2021 - Apr 2021 (5 Months)

Role

Game Design, UI/UX Design, 3D Design, Game Development

Tool

Sketch, Figma, Cinema 4D, Processing

Teammate

/

Instructor

Nikita Pashenkov (for Processing Demo)

Trashbot

A Game For Change

AR mobile game for anyone from anywhere to participate in cleaning up the North Branch of Chicago River. Players will become river guardians and join the championship of collecting trash by remotely driving the trashbot. In the meantime, real trash will be removed from the river.

Timeline

Jun 2020 - Aug 2020 March 2021 - Apr 2021 (5 Months)

Teammate

/

Role

Game Design, UI/UX Design, 3D Design, Game Development

Instructor

Nikita Pashenkov (for Processing Demo)

Tool

Sketch, Figma, Cinema 4D, Processing

A bigger screen unlocks the magic

This story has large visuals and videos. For the full experience, please open on desktop 💻

A bigger screen unlocks the magic

This story has large visuals and videos. For the full experience, please open on desktop 💻

A bigger screen
unlocks the magic

This story has large visuals and videos. For the full experience, please open on desktop 💻

🎮 Processing Demo

Tap anywhere to move your trash robot and collect as much trash as you can in 20 seconds.

Please click the "▶ ︎Run" button at the top of the window to run the game demo.

How might we combine entertainment with environmental protection to expand the impact of gaming?

Background

Trashbot is designed by Urban Rivers (USA) and it is a robot that let anyone drive around and clean the North Branch of the Chicago River from anywhere.

How the Real Trashbot Works

How the Real Trashbot Works

Original Game Analysis

Original Game Analysis

Advantages

Players can drive the trash robot on a website and real trash will be removed from the river.
Players can drive the trash robot on a website and real trash will be removed from the river.
Anyone can play at anytime from anywhere.
Anyone can play at anytime from anywhere.
It combines game with environmental protection
It combines game with environmental protection

Disadvantages

Not friendly for mobile phone users
  • Low mobility - require a keyboard (because the operation is WSAD on keyboard)

  • Can only play via a website

->
Mobile Game
Not friendly for mobile phone users
  • Low mobility - require a keyboard (because the operation is WSAD on keyboard)

  • Can only play via a website

->
Mobile Game
No social networking
  • For single players only - only show other players’ name without their live score)

->
Championship
No social networking
  • For single players only - only show other players’ name without their live score)

->
Championship
Operation is not convenient
  • The live stream area is too small

->
Full-screen immersive game
Operation is not convenient
  • The live stream area is too small

->
Full-screen immersive game
UI is not attractive
  • The same game scene can be boring to players after a few times of playing

->
AR + Low-poly style
UI is not attractive
  • The same game scene can be boring to players after a few times of playing

->
AR + Low-poly style
Unfair for players who play in a harder area but get the same amount of reward as other players
->
Levels with different amount of rewards
Unfair for players who play in a harder area but get the same amount of reward as other players
->
Levels with different amount of rewards

Gameplay Concept

Gameplay Concept

Concept 1

Level Setting

1. We divide 1500 meter North Branch of the Chicago River into 15 zones (every 100 meter is a zone).

2. The trashbots in each zone will scan and get the data (trash density, flow rate of the water and viscous force of the water) of that zone by their sensor electronics.

3. Using data above, we arrange these 15 zones from lowest to highest difficulty and set as Level 1 to Level 15.

The level setting will be refreshed every hour.

Concept 2

Real-Time Environment Mapping with AR

Real-Time Environment Mapping

With Augmented Reality, the camera on the trashbot will track, recognize and convert the environment in real time.

Core Loop

1. Real-time river data defines the difficulty of each zone.

2. Players collect trash, earn rewards, and upgrade trashbot through gameplay.

3. As trashbot improves, players unlock harder zones and complete the loop.

Scan River Data

Scan River Data

Set Level Difficulty

Set Level Difficulty

Collect Trash

Collect Trash

Unlock Harder Zones

Unlock Harder Zones

Upgrade Trashbot

Upgrade Trashbot

Earn Rewards

Earn Rewards

Game Mechanics

Game Mechanics

From Physics to Game Balance

From Physics to Game Balance

To balance upgrades and level difficulty, I translated Trashbot’s real-world physics into game parameters.

The working-principle model on the left informs two design decisions:



  1. Upgrades: engine power, net area, and the net angle increase score efficiency, so players can upgrade them in the workshop.



  2. Levels: trash density, water flow rate, and water viscosity also affect efficiency, so they become the variables that define level difficulty.

To balance upgrades and level difficulty, I translated Trashbot’s real-world physics into game parameters.

The working-principle model on the left informs two design decisions:



  1. Upgrades: engine power, net area, and the net angle increase score efficiency, so players can upgrade them in the workshop.



  2. Levels: trash density, water flow rate, and water viscosity also affect efficiency, so they become the variables that define level difficulty.

Player Actions

Player Actions

Action 1

Move

Drag left side of the screen

Action 2

Look Around

Drag right side of the screen

Action 3

Toggle Views

Double-tap the screen

Objects, Properties, Behaviors, Relationships

Objects, Properties, Behaviors, Relationships

Rules

Rules

Visual Appearance

Visual Appearance

Game Interface

Game Interface

Design Process

Behind The Scene

Demo Iteration with Processing.py

Design Process

Behind The Scene

Demo Iteration with Processing.py

Modes Ideation

Modes Ideation

All Demo Versions

All Demo Versions

©

Alice Li

2025

©

Alice Li

2025

©

Alice Li

2025

©

Alice Li

2025