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
Contain the moment.
Release the player.
Downhill levels use track-like sections to contain and guide the player into memorable gameplay moments. After each focused interaction, the course opens up and gives the player room to steer toward the next point of interest. This rhythm balances authored spectacle with player choice while accounting for the challenge of controlling the game from the physical board.
Central Park
in motion.
This gameplay example shows how downhill routes alternate between directed, memorable interactions and open spaces where the player can choose their next line.
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.
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