ROBOMODO · 2009
Tony Hawk:
Ride
THE WORK
Designing for a board
players stand on
Tony Hawk: Ride was built around a physical skateboard peripheral that players stand on to control the game. That interaction model created a unique design challenge: levels needed to feel exciting and expressive while remaining readable and manageable through full-body input.
I designed four levels and helped shape downhill experiences such as Central Park around this new way to play.
- ROLE
- Senior Level Designer
- STUDIO
- Robomodo
- FOCUS
- Peripheral Gameplay · Level Design · Downhill Flow
A game show
through Japan
This Japan-inspired game show challenges a specific riding mechanic in each segment. The course moves through playful references to Zen gardens, Godzilla, bamboo forests, Hokusai’s famous woodblock print The Great Wave off Kanagawa, and more.
Light the wheels
Chase the multiplier
This quarter-pipe game show rewards height, precision, and trick variety. Wheels along the sides of the ramp illuminate and award points when crossed, with larger multipliers for reaching higher targets. Trick prompts on the quarter pipes unlock special pickups worth even more points.
Playful objects
Built to skate
I designed a playground-focused section in Central Park that leans into playful objects made to skate on, grind across, and flow through.