A little look
behind the game.

Characters, artwork, and a world taking shape.
A collection from the making of Trash Dash.

Where it began

It started with a raccoon.

One morning before school, my daughter asked me what my favorite animal was. I chose a raccoon and began drawing little raccoons for her to color. We had been talking about Mario Party, and I thought, “What if we made a game of our own?” I sketched a few characters, then, after dropping her off, built a tiny browser platformer inspired by the games I grew up playing.

The graphics and gameplay were simple, but the idea kept growing. As I learned new tricks and drew on a lifetime of games and storytelling, Trash Dash became more than a little experiment. Its story is still taking shape, and it is fun to look back at where the dream began. I cannot wait to share more of it soon.

— James

8 items

A photographed sheet of paper with four early hand-drawn character ideas, including a small raccoon, a bird, and two creatures.

The first character sketches

A few quick drawings from the first burst of Trash Dash ideas. The little raccoon that began as something to color soon had a cast of characters growing around it.

How it started

A 30-second look at Trash Dash in motion, shared with the first sketches that set the idea in motion. What began as a tiny browser platformer kept growing into a larger adventure.

Eight opening-story panels showing a peaceful forest, discarded rubbish, Trashy and Jimothy, strange enemies, and a looming threat.

Story concept

An opening-story concept exploring why Trashy and Jimothy set out to protect their home. Created to establish the adventure’s emotional starting point, it connects the warmth of the forest with the first signs of pollution and the darker shapes of its threats.

Chapter-one concept sheet with Trashy and Jimothy turnarounds, expressions, enemies, environments, props, and animation poses.

Character design

A visual development sheet bringing the chapter-one cast into one shared world. Created to explore silhouettes, expressions, and movement, it sets out the contrast between Trashy’s compact, energetic shape and Jimothy’s taller frame, alongside a playful but threatening enemy cast.

Four environment concepts: a sunny forest path, waterfall creek crossing, lantern-lit campsite, and a polluted approach filled with green sludge.

Environment concepts

A chapter-one journey from sunlit forest paths to a polluted clearing. Created to explore how each area could feel distinct, these scenes guide the use of color, lighting, platforms, and set dressing as the welcoming woodland gives way to more dangerous ground.

Concept catalogue of collectible tokens and leaves, breakable containers, log platforms, rope bridges, campsite objects, and forest scenery.

Props & items

A concept catalogue of collectibles, containers, traversal objects, and forest details. Created to give small objects clear roles, it explores recognizable shapes and materials that help distinguish a reward, an obstacle, or a piece of scenery while making the world feel lived in.

Six story beats showing Trashy and Jimothy setting out, discovering purple corruption, scavenging, facing danger, following a trail, and heading toward the city.

Story beat storyboard

A six-beat storyboard connecting the opening forest adventure to the city beyond. Created to bring story and exploration into the same sequence, it maps the visual progression from bright, inviting woods through purple corruption to a distant skyline that promises a larger world.

The official Trash Dash logo, with cream lettering, an orange underline, and a paw print.

Trash Dash

The official title artwork for our first game.

Artwork and assets are for viewing only. Studio use only; no downloading, copying, or reuse without permission.

Development artwork includes early ideas and earlier studio branding. Final game details may change.

Artwork

© ReplayEveryMemory Studio. Viewing only. No copying or reuse without permission.