Skater’s Story

A two-dimensional arcade skateboarding game prototype inspired by the Tony Hawk’s series

#skateboarding

#cooperative

#basebuilding

Overview

What's it about?

Skater’s Story is a back-to-the-roots skateboarding prototype mixed with a replayable story where you develop your skater and rebuild your destroyed hometown.

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Game Flow

  1. Skate your way through the levels
  2. Master challenges to learn new tricks
  3. Collect money and rebuild your city
  4. Discover who really destroyed your hometown

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My Responsibilities
  • Creating the UX with focus on the nav
  • Designing the interactions, mainly the skate controls
  • Developing the story
  • Creating the game design including challenges, city rebuilding, etc…
  • Developing the prototype with C# and Unity

The Game

Skaters Story First Level Drawing
Hand-drawn Skating

I started developing a two-dimensional version of Skater’s Story with hand-drawn graphics. This shifted quickly to a three-dimensional design when starting to animate.

In the beginning I worked on the movement basics and essential tricks to get a good feeling for the games mechanics. I then created a first level to test everything so far.

Skaters Story Story
The Story

After creating the game design foundation, I worked on the story that can be played single or as local coop.

After a lot of reviews and reworking, I had the plot in mind to keep developing.

Base Building

I also wanted to combine skateboarding with base building so I designed the first drafts after creating the UX concept. In the end, I implemented the draft designs and the logic behind the base building to test everything in a prototype.

Skaters Story UI Designs

Decisions & Challenges

Biggest Design Decision

In the beginning I wanted to develop a two-dimensional skateboarding game where everything is hand-drawn. This would make it easier for me, because I’m not a 3D modeller.

But to really make the game feel real and experience every detail (especially trick animations), it made way more sense to go with the third dimension and purchase possible 3D objects.

The Toughest Challenge was…

… to create a game that is an homage to the Tony Hawk’s series.

It was really hard to imitate the controls to feel like the old games. Especially when developing a game that has one dimension less.