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Tony Hawk: Ride cover art

ROBOMODO · 2009

Tony Hawk:
Ride

LEVEL DESIGNPERIPHERAL GAMEPLAYDOWNHILL FLOW

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
MECHANIC CHALLENGE SHOWCASE

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.

JAPAN · GAME SHOW INTRODUCTION
JAPAN · GAME SHOW OPENING
JAPAN · GAME SHOW GAMEPLAY
QUARTER PIPE GAME SHOW

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.

QUARTER PIPE · SCORING GAME SHOW
CENTRAL PARK PLAYGROUND

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.

CENTRAL PARK · PLAYGROUND GAMEPLAY
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