TOMAHAWK'S PRO SKATER

Genre: Sports, Arcade

Platforms: XBOX One, PS4

Tools Used: Unity 3D, Adobe CC, Maya, 3DS Max

Team Size: 2

My Role: Artist, Level Designer, Creative Director, 3D Modeling, Texturing, Rigging, UI

Can you chop it? Yes you can!

Tomahawk's Pro Skater started as a parody idea my partner and I had which grew into a tech demo. Now we are working on creating it in earnest as a super colorful romp through an angsty teenager's bedroom. First, we grayboxed and built a test room in Unity to figure out whether our skating physics and tricks felt right; then we started playing with interactive and destructible objects. Right now we are teasing out the stylistic details of the game while also defining tricks, our main chopping mechanic, and stringing together our game world.

All the CG images seen here are from the tech demo, including the current GUI layout and graphics. Below I have included some of the initial ideation for what the final game will become.

So far, here's some of the features I helped design

  • Environmental narrative (characters, destructible objects, levels)
  • Upgrade objects and cool stuff
  • Tricks and combos
  • Level design and layout
  • UI/UX design
  • Creative direction and theme
 

ALPHA TEST SCREENSHOTS

 

CONCEPT DESIGN

For the final version of Tomahawk's Pro Skater, the game will take place in a teenager's messy attic bedroom. We are using this concept as a jumping off point for making a rich, tiny world full of silly, borderline disgusting game world featuring moldy food and smelly sneakers to name a few.