We recently dropped back into The Board Room, our ongoing series where we share exciting updates on skate.’s development journey.
So, what’s on tap for Episode 2? We’re joined by members of our team who are leading efforts around gameplay design, animation, level design and art direction to discuss gameplay and the world of San Vansterdam.
PLUS! We have two minutes of new gameplay, showcasing some of the grinds, slams, creativity and chaos that went down in our most recent playtest.
Here’s some of the big headlines from Episode 2:
- We’re re-factoring or rebuilding the foundation of skate.’s gameplay systems with new technology to not only ensure skate. feels like skate., but to go beyond where we were before.
- We’re innovating and improving all areas of tricks: fliptricks, grinds/slides, powerslides/reverts and lip tricks, to name a few.
- The team is also focused on what players can do off the board to create more possibilities, agency and fun.
- Our motion capture process has evolved and improved a lot since Skate 3, there is so much more data, and we are seeing so much more style come through in-game.
- We’re giving you more control over your board and all the possibilities that come with it.
- The early development pre-pre-pre-alpha world of San Vansterdam that we’ve shared (or that was leaked) has been laid to rest. Which means we’ve introduced a new downtown world environment.
- We’re building an evolving environment inside San Vansterdam, not a static city, that will grow over time.
- Verticality in San Vansterdam will provide players new ways to explore and find the perfect skate spots.
- We’re focusing on creating unique neighborhoods that hold meaning to the history of skateboarding.
As playtests continue to welcome more members of the community into San Vansterdam, we invite you to register to become a skate. Insider for the chance to play the game during development and help shape the future of skate.
We’re ‘still working on it’ and you’re invited along for the ride.
More articles about skate.