I've seen some happy accidents while working on the game so far. This one though, at least IMO, was worthy of its own post and to be the first of its kind in a new thread/category.
Really interesting insights here into how I could possibly design the revert mechanic.
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Around this time of year many of the old EA Skate devs gather at a local Vancouver spot to catch up and hang out. The devs fondly call this annual event Skate Paddy's Day. I haven't been around for a long time but I love that this tradition still carries on. It's a testament to how special that dev team was.
So to everyone who was part of EA Skate, from OG to 3, the devs and the community; Happy Skate Paddy's Day.
Check out more Project Blank Skate Retrospective.
It's taken me much longer than expected to put together this Dev Update but I think it's a good start for grinds and slides.
The interaction between the board and rail is entirely physical. The only reason the board stays on the rail is because forces are being dynamically applied trying to keep it balanced (no different than a skater shifting his weight trying to maintain balance). Hope you enjoy.
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While developing OG Skate I was pretty sure a strong community would develop (providing we could make the game we wanted to make). So it wasn't a surprise to me that after we released people started forming teams and filming/editing full feature skate videos.
However, when I stumbled upon LIKEbutterMag I was truly surprised. I did not expect the community would go so far as to have their own skate magazine. Amazing.
Check out more Project Blank Skitching.