As always, I started with a prototype. But before even touching code, there’s a ton of research behind the scenes. I played games like Skate, THPS, and even more obscure ones like Skatebird, just to get a feel for different approaches and figure out what made sense for this project.
Once I had a direction, I dug into the technical side. How did other games pull this off? Thanks to my network, I was able to talk to people who worked on both Skate and Tony Hawk’s Pro Skater, and soak up every bit of insight I could.
The first goal was to align the skater smoothly to the ground, which I solved in an
That worked, but I wanted something more flexible. So I switched to the Skate method of
It also opened up new possibilities—like jumping pool gaps and landing cleanly back in the bowl—which wouldn’t be possible with the old invisible wall setup. You can see that in action in the
Since I decided to focus on physics-based gameplay similar to the Skate franchise, I also wanted an input system that matched that style. So I went with flick stick controls. That meant playing hours of Skate 3 to figure out how their system worked—and then giving it my own twist with
To make setting up tricks easier, I built a simple editor where I could define the stick patterns needed for each trick. You can see that in the
Grinding on rails isn’t handled by button combos either. Instead, it’s all about which side of the board and which direction you hit the rail from, as shown in the
For grab tricks, I created another custom editor. This one defines which trick to play based on stick input combined with shoulder trigger input, which you can see in the
All of this came together into a really intuitive trick system, demonstrated in the
The final piece was adding fail states for when players don’t finish a trick in time before hitting the ground. I didn’t want to go with a simple ragdoll, so I added fitting bail animations instead. You can see this in the
Mesh generation is one of my secret hobbies. I love building tools that make level design easier and faster. One example is a pool generator that creates geometry from a simple line, shown in the
I also built a system for generating quarter pipes. Instead of a closed shape like the pool, you can draw the profile as a spline and adjust the points freely, as shown in the
On top of that, I experimented with mesh blending tools. One approach merges basic shapes like spheres and cubes into a single surface, which you can see in this
This is where I show the final game in action. The
One of the features I wanted was the ability to switch stances mid-air. The
Debug tools were a big part of fine-tuning the gameplay. The
Finally, there’s a long gameplay sequence showing everything working together—tricks, grinding, pool riding, getting off the board, and more. You can watch the full clip here: