MY CONTRIBUTION
From movement to progression
I built the skating controller, trick chaining, score multipliers and progression in Unreal Engine. I handled the systems design and implementation, as well as the levels used to test them.
Turn momentum into expression.
Watch development video ↗MY CONTRIBUTION
I built the skating controller, trick chaining, score multipliers and progression in Unreal Engine. I handled the systems design and implementation, as well as the levels used to test them.
MOVEMENT IN DEVELOPMENT
The test park gives me a simple place to work on the controller. With a few obstacles and clear trick feedback, it’s easier to see how movement and timing affect each attempt.
A kickflip with its on-screen trick label and score feedback.
Original development video ↗A blockout park used to develop and demonstrate the skating controller.
Original development video ↗PROJECT OVERVIEW
Concrete Grind is a skating prototype built around momentum and linked tricks. The controller, scoring and progression systems work together inside original test levels.
SYSTEMS DESIGN RATIONALE
The multiplier rewards keeping a line going. That makes the transitions between tricks just as important as the tricks themselves, and gives the movement system a clear job: help players carry their momentum into the next action.
DESIGN BREAKDOWN
I use the test park to look at three things together: how the character moves, how tricks connect and how the score responds. Seeing those systems in the same small space makes their interactions easier to assess.