EKERIK KELLEY
TECHNICAL GAME DESIGN
← SELECTED WORK

Concrete Grind

Turn momentum into expression.

ROLESole designer & developer
TOOLS / PLATFORMUnreal Engine
PROJECTSkateboarding / sports
Skate prototype in a test skateparkWatch development video ↗
Kickflip and trick feedback — captured from the development video at 0:21.

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.

MOVEMENT IN DEVELOPMENT

A playground for iteration.

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.

01 / TRICK FEEDBACK

A kickflip with its on-screen trick label and score feedback.

Original development video ↗
02 / TEST SPACE

A blockout park used to develop and demonstrate the skating controller.

Original development video ↗

PROJECT OVERVIEW

A connected skateboarding system

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

Reward the line, not just the trick

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

Three connected layers

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.

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