
Trash Rush
An interactive mobile game developed in partnership with the non-profit PlanetFlip to gamify environmental education for young adults in Southern California.
TIMELINE
September 30 - December 12, 2025
ROLE
UI/UX Designer
TOOLS
Figma
Nano Banana
Linh Dinh
Yalu Ouyang
Brandon Hirano
Ryan Lee
Colin Sutedja
Regine Valdez
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The problem
San Diego's existing tools tell you what's recyclable. They don't teach you.
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Process: building a world worth exploring
I illustrated the spaces so learning felt soft, not stressful.
To ground the game in real life, I personally illustrated the Kitchen and Bedroom backgrounds and designed the waste assets for the home scenario. We used a minimalist pastel palette and rounded shapes on purpose: a "soft" aesthetic that invites exploration instead of triggering the anxiety people often feel about getting recycling wrong. The visual tone is doing real work here, lowering the stakes so players are willing to experiment and learn.

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Process: motivation through characters
"Mom" and the "Janitor" turn instructions into a conversation.

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Outcomes & reflection
Testing with UCSD students backed up the design: a 90% aesthetic approval rating, and more importantly, a measurable 15% increase in sorting accuracy for difficult waste items after just one playthrough. That second number is the one I care about, because it means the game didn't just look good, it changed what people could do. The takeaway for me is that the "soft" visual choices and the character-driven motivation weren't decoration, they were the mechanism that made the learning stick.

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