The game's "flick it" control system began development long before any graphics had been implemented: the initial prototype simply read unique analog stick motions and displayed a basic text message saying what trick had been performed, along with speed and accuracy ratings.[4] The developers found that in order to receive accurate information from the very fast analog stick motions used when playing the game, input data from each control pad had to be read at a rate of 120 Hz.[4]
The game relies extensively on physics to model the skateboarders' movement. Havok, Endorphin and others were considered, but ultimately a RenderWare package called "Drives" was used to model the joints of the human body.[4] Technical limitations and animation issues at the time resulted in certain planned features being cut and postponed to later installments, such as the ability to play as a female skater (which debuted in Skate It) or dismount and walk around (which was not possible until Skate 2).[5]
Evidence from different versions of EA's official website for Skate show that the game has been through some major changes in development. For example, one screenshot, dated "04/06/2007", shows that San Vanelona was originally planned to be a coastal city, featuring a football stadium, harbor and cruise liner.[citation needed]
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