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Haul or Nothing

An educational puzzle game for web browers about the waste management of mining.

Developed by Peyten Redburn, Kyle Goodwin, Sam Henville, Aerin Larrazabal, George Procter, Meagan Shaw, and Jacob Woolley

Role: Artist and Game Design

Developed during my third year of QUT for Games Capstone in 2025, Haul or Nothing is designed around an industry brief from the International Network of Acid Prevention to develop a game that teaches the player about the importance of proper waste management during mining operations and the harm that can be caused by Acid and Metalliferous Drainage (AMD) when a mine is managed improperly.

Players must create roads between open mines, that constantly output ore, and dam dumps, where waste can be stored properly, to lead trucks that will carry waste from mines to dumps. There is a limited amount of trucks and waste so players must strategically plan out the placement of each road for the optimal management. Players earn money, upgrades to spend money on, and a larger grid to draw roads on the more waste they are able to manage

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Personal Contributions

My work on Haul or Nothing was primarily as one of the team's two artists. I worked on many assets for the game including the game's mole mascot Hauly Moley, the sprites for the truck (both of these with shading done by the team's other artist Meagan Shaw), the sprites for the mine and dump, the main menu and introduction screen, the border during gameplay, and UI elements including text boxes, menu icons, the options and upgrade/milestone menu backgrounds and the medals rewarded to the player each milestone.

© 2025 by Aerin Larrazabal. Powered and secured by Wix

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