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skate.

Game Design Intern (Challenges)

Project Overview

On this skateboarding game, I was a Game Design Intern, where I:

  • Built and shipped 10 Challenges for Season 1

  • Collaborated with technical designers, UX designers, and engineers to prototype a new Challenge criterion with Visual Scripting; advocated for a new set of Challenge criteria to be used in future Challenges

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skate. is the new, live-service rendition of the skateboarding game franchise of the same name. Learn new tricks, hit awesome lines, and unlock exciting rewards in the open world of San Vansterdam!

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Features:

  • Hit tricks, lines, and stunts through a massive city

  • Complete Challenges and earn cosmetic rewards with the skate.Pass

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I worked under the Activities team to make these Challenges and took mentorship from technical designers to implement my new criterion.

Gameplay footage

My Contributions: Challenges + Criteria

Name in skate. credits

My name in the credits :D

Death Spiral, a Challenge I implemented using Coffin Distance

​I designed, implemented, and shipped 10 Challenges for Season 1 of skate. Additionally, using Visual Scripting, I prototyped a new "Time to Complete" criterion. Finally, I advocated for a new set of criteria to be implemented.

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By completing this internship, I earned my first game credit!

  • Top, Image: my name in the credits :D

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MY CHALLENGES BREAKDOWN

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Across San Vansterdam and Season 1 locations, I created these Challenges:

  • 3 Own the Spot (including "Double Trouble", one of the hardest in the game)

  • 3 Line (including "Speed Run", using the "Time to Complete" criterion)

  • 3 Session

  • 1 Stunt

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Process I used to ship Challenges:

  1. Implemented a Challenge using Frostbite Engine

  2. Iterated using internal feedback about criteria, difficulty, and UX

  3. Tested and polished until the Challenge was approved for completion

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MY NEW CRITERIA BREAKDOWN

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The new criteria I built is "Time to Complete", where players must complete a Challenge in the given time limit. I also advocated for the inclusion of Ground Grab Tricks (such as Coffins) to track distance and be included in Season 1.

  • Bottom, Video: Death Spiral, Challenge I implemented using Coffin Distance

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Process I used to build the "Time to Complete" criterion:

  1. Prototype criterion using Frostbite Visual Scripting

  2. Check implementation with Technical Designers

  3. Refactored the script to work with the existing codebase

  4. Implemented a challenge called "Speed Run" to use the new criterion

Project Takeaways

While working on Challenges as a Game Design Intern on skate., I made a few learnings that have improved my skills as a game designer:

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LEARNING 1: When creating content for a specific area, emphasize its location based affordances and design around them to make it unique.

  • Video: Invertebrated, the Challenge I implemented while learning this

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LEARNING 2: Sometimes, the most obvious solutions to a problem are the correct ones -- always start small and simple, then add complexity if needed.

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LEARNING 3: AAA Game design work requires frequent collaboration between different types of designers, such as technical, UX, and narrative designers.

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I'm super happy I got this valuable opportunity, and I can't wait to keep learning more as a Game Designer in the industry soon!

Invertebrated, the first Challenge I created

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