Strand Street | EA skate.
The city in Skate 3 was named "Port Caverton". As a shout out to the legacy I put a tavern at the entrance of this street.

The city in Skate 3 was named "Port Caverton". As a shout out to the legacy I put a tavern at the entrance of this street.

The plot has gameplay on the street, buildings and rooftops.

The plot has gameplay on the street, buildings and rooftops.

DIY rooftop ramps made out of found materials.

DIY rooftop ramps made out of found materials.

A rooftop community garden

A rooftop community garden

The ramps had to flow over buildings of many different heights. To solve this on the world building side I used props like solar panels and old street signs to lean into the DIY aspect while creating a smooth surface for gameplay.

The ramps had to flow over buildings of many different heights. To solve this on the world building side I used props like solar panels and old street signs to lean into the DIY aspect while creating a smooth surface for gameplay.

The center of Strand Street opened into a large alley. I wanted space to allow flexibility for future seasonal content in this area.

The center of Strand Street opened into a large alley. I wanted space to allow flexibility for future seasonal content in this area.

A very low-res glimpse at the first greyblock of Strand Street. Level Design by Andrew Barker.

A very low-res glimpse at the first greyblock of Strand Street. Level Design by Andrew Barker.

Strand Street | EA skate.

Strand Street was one of the most technically difficult areas we developed in Skate. Its shape was heavily based on Doyer Street in NYC which has a unique form due to the river that once ran through it. As senior environment artist I pushed our procedural building generator as far as I could, creating more than 50 buildings all with unique footprints, heights, and pattern templates. During this process it was vital for me to give feedback to the procedural team to improve the tool and pave the way for creating new neighbourhoods more easily in the future. The level design team and I wanted to use every inch of this space from the sidewalks to the roofs. This allowed us to create a grounded skating experience at street level and an over-the-top experience on the rooftops where local skaters built DIY ramps out of found materials. This plot has little pockets of storytelling where gameplay would allow it such as a community garden and a DIY movie theatre. Level Design by Andrew Barker and Kevin Okada. Additional world building support by Xavier Flibotte, Kayla Todd and Lilian Chow.

Skate is a live service, open world game currently in early access.

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