I joined EA as the first 3D artist on Skate, hired specifically to kickstart the project at their Burnaby studio. My initial work focused on creating the first test levels, along with an animated demo of Philadelphia’s iconic LOVE Park—one of skateboarding’s most legendary spots. This demo helped set the tone for the game’s commitment to realism and skate culture.
As the project grew, I led a small team responsible for developing essential props and assets that brought Skate’s world to life. Later, I transitioned to SSX - On Tour, EA’s ambitious next installment in the SSX snowboarding series, where I took on the role of Asset Lead, overseeing the creative development of assets across the project.
In 2005, as Tony Hawk’s Pro Skater began to lose its grip on the skateboarding game genre, EA spotted an opportunity to push innovation in skateboarding games and began developing Skate. I was brought on as the first artist for Skate, relocating from California to Vancouver to join the EA Black Box team. Our goal was to create a game that felt authentic, giving players a true sense of the sport’s culture and physicality.
Unlike other skateboarding games at the time, Skate introduced a groundbreaking “flick-it” control system. This unique analogue stick mechanic allowed players to perform tricks by mimicking real-life movements, offering an experience closer to actual skateboarding than any game before it. The game also emphasized realism over arcade-style tricks, encouraging players to explore and approach skateboarding creatively, much like skaters do in real life.
Our team aimed to capture the vibe of skateboarding culture. We built urban landscapes modelled after real locations and designed gameplay that encouraged creativity and experimentation. From the gritty skate spots to the realistic physics, Skate set a new standard, ultimately defining a whole new approach to skateboarding games. It became a beloved title, sparking a franchise that continues to resonate with players today.
When I joined EA’s team as the first artist for Skate, the vision was to bring real skate culture to life in a way that resonated with skaters and players alike. LOVE Park, or JFK Plaza in Philadelphia, was one of the most iconic skate spots in the world and the perfect inspiration for Skate’s first level. It was a legendary spot in the skateboarding community, known for its open plazas, benches, ledges, and flowing design that had attracted skaters for years, despite a long battle with city officials who tried to curb skateboarding there. It embodied everything Skate aimed to celebrate—the urban grit, creativity, and spirit of real street skating.
Elen Poon, a fellow artist from ILM, and I were scheduled to travel to Philadelphia to capture the essence of LOVE Park ourselves, taking reference photos and studying the angles and obstacles that made it so special. But it was September 2001, and just a week after the 9/11 attacks, the world was tense and uncertain. I couldn’t shake a bad feeling about the trip, so I suggested we cancel. In those uncertain days, EA agreed to halt our travel plans, so our team had to approach the design differently. The images below show the LOVE Park in Philadelphia.