A Skate Game*

An Endless Runner game developed in Unity.

About the Project

I completed an indie, multi-platform game called "A Skate Game*" as my final project for the Media Design School. Initially envisioned as a low-poly endless runner, the game has evolved over time with more detailed assets and enhanced post-processing effects to enrich the experience of lower poly objects.

The gameplay revolves around performing skate tricks, avoiding obstacles, and collecting orbs. Various in-game triggers, such as the 'Bolt,' have been integrated to augment the player's energy and provide an extra boost if airborne upon colliding with the Bolt object. Additionally, there are several other game-altering trigger objects to enhance gameplay dynamics.

The game features multiple control styles that can be utilized with approved Apple/Android gamepads or virtual joysticks on mobile devices, or any preferred controller on PC. Button remapping is available for controllers with registered inputs that may not align with the default layout. The first control style adopts a button-bashing approach, while the second allows direct manipulation of the board through Ollie/Nollie mechanics or performing tricks while airborne after hitting a jump. The game's camera control is fixed in the Endless runner, with the right stick designated as the trick-stick and the left stick controlling player rotation, although this setting can be adjusted based on player preference.

Drawing inspiration from EA's SSX series, I implemented a feature that electrifies the player and switches their 'Trick-Book' to a more exotic and erratic yet unrealistic trick system when the player reaches a 3X multiplier. The feedback from friends and family has been positive, and I take pride in the progress I have made with the game.

Recently, I integrated Google's FireBase authenticator/firestore system, which has proven to be a valuable addition, offering user authentication and easy password resets managed through my Google Console. Transitioning away from UnityAds made sense, primarily because Google Analytics can now target users via their email.

Furthermore, a grind system has been introduced to elevate the excitement of the gameplay. Additionally, I am planning to implement an easter-egg style system that teleports the player to different areas using animations and post-processing effects to enhance the overall experience.

Previously, I developed an endless open-world game, employing a simple storage array to save the generated world. The game features a large collider that interacts with pieces, spawning and storing new pieces within the given region if none exist. Players have a home base from which they can skate, drive, or use quick travel options based on their progress. While development on this project has been put on hold, the idea and code continue to perform remarkably well on mobile devices.

An unexpected challenge I encountered during development relates to trademark issues. The use of the word 'Skate' is trademarked by EA, primarily due to their series named 'Skate,' which has led to a need to rebrand the game. The initial name "A Skate Game" cannot be used as it might potentially lead to legal issues. Consequently, I am currently in the process of rebranding the game to ensure compliance and avoid any potential lawsuits

  • Date

    2020 - 2023

  • Client Name

    Benjamin Julian Pointer