Skate Story with Sam Eng
Episode
57 min
Read time
2 min
Topics
Design & UX, Software Development, Crypto & Web3
AI-Generated Summary
Key Takeaways
- ✓Custom Physics Over Engine Defaults: Skate Story's skateboard movement is built entirely from scratch rather than using Unity's PhysX system. The player has no physical body in the engine — instead, Sam casts against Unity colliders and moves the character through custom code. This approach gives precise control but introduces edge cases like broken wall-riding that standard physics engines handle automatically.
- ✓Speed-Dependent Trick Difficulty: Replicating real skateboarding physics means trick execution becomes harder as speed increases. Sam implemented this by tying the timing window indicator's speed directly to player velocity, borrowing the Gears of War active reload mechanic. Designers building skill-based games should consider making core mechanics scale in difficulty with player state rather than keeping them constant.
- ✓Combo Termination via Stomp System: Rather than ending combos when all four wheels touch ground (the Tony Hawk model), Sam observed that real skaters mentally define where a combo ends — the final trick. He built a "stomp" mechanic where pressing square mid-air explicitly terminates the combo, releasing accrued momentum as boss damage, solving five years of arena boss design problems in one system.
- ✓World-Space Warble Shader for Dreamlike Visuals: To achieve a high-fidelity retro aesthetic without lowering resolution, Sam built a post-effect shader that reprojects world-space position onto a tiled 3D texture, then uses that texture to offset screen-space UVs. The effect is pinned in world space so geometry warbles consistently based on camera position, with warbling reduced at screen center for gameplay readability.
- ✓Camera Parameters Simulate Skate Video Cinematography: The player camera tracks velocity, direction, slope, and trick state across multiple spring-arm parameters to emulate a handheld skate videographer. Wind microphone noise volume and pitch are tied to camera movement speed rather than player speed. Giving players full manual camera control — uncommon in fast-movement games — required a third full rebuild of the system.
What It Covers
Indie developer Sam Ng discusses building Skate Story, a vaporwave skateboarding game released in 2025, covering five years of development decisions including custom Unity physics, procedural camera systems, trick mechanics tied to real skateboarding principles, boss battle design iteration, and the Gumbo NYC game developer co-working collective.
Key Questions Answered
- •Custom Physics Over Engine Defaults: Skate Story's skateboard movement is built entirely from scratch rather than using Unity's PhysX system. The player has no physical body in the engine — instead, Sam casts against Unity colliders and moves the character through custom code. This approach gives precise control but introduces edge cases like broken wall-riding that standard physics engines handle automatically.
- •Speed-Dependent Trick Difficulty: Replicating real skateboarding physics means trick execution becomes harder as speed increases. Sam implemented this by tying the timing window indicator's speed directly to player velocity, borrowing the Gears of War active reload mechanic. Designers building skill-based games should consider making core mechanics scale in difficulty with player state rather than keeping them constant.
- •Combo Termination via Stomp System: Rather than ending combos when all four wheels touch ground (the Tony Hawk model), Sam observed that real skaters mentally define where a combo ends — the final trick. He built a "stomp" mechanic where pressing square mid-air explicitly terminates the combo, releasing accrued momentum as boss damage, solving five years of arena boss design problems in one system.
- •World-Space Warble Shader for Dreamlike Visuals: To achieve a high-fidelity retro aesthetic without lowering resolution, Sam built a post-effect shader that reprojects world-space position onto a tiled 3D texture, then uses that texture to offset screen-space UVs. The effect is pinned in world space so geometry warbles consistently based on camera position, with warbling reduced at screen center for gameplay readability.
- •Camera Parameters Simulate Skate Video Cinematography: The player camera tracks velocity, direction, slope, and trick state across multiple spring-arm parameters to emulate a handheld skate videographer. Wind microphone noise volume and pitch are tied to camera movement speed rather than player speed. Giving players full manual camera control — uncommon in fast-movement games — required a third full rebuild of the system.
Notable Moment
Sam described the moment he physically fell while skating slowly and noticed his actual vision rolling across the ground rather than watching a ragdoll from outside. This became the game's wipeout camera system — shifting from third-person to a first-person rolling perspective that mirrors the real physical sensation of falling.
You just read a 3-minute summary of a 54-minute episode.
Get Software Engineering Daily summarized like this every Monday — plus up to 2 more podcasts, free.
Pick Your Podcasts — FreeKeep Reading
More from Software Engineering Daily
Developing Multiplayer Games in Godot
Jun 11 · 46 min
The James Altucher Show
From the Archive: Tony Hawk: Mastery, Failure, and the Trick That Changed Skateboarding
Mar 7
More from Software Engineering Daily
SED News: Apple’s AI Problem, The Real Business Model of AI, and Token Cost Reckoning
Jun 9 · 48 min
All-In with Chamath, Jason, Sacks & Friedberg
Molly's Game Uncensored: The Truth Behind the World's Most Infamous Poker Game
Nov 26
Books, tools, and gear mentioned in this episode
SignalCast may earn commission on purchases via these links. As an Amazon Associate, SignalCast earns from qualifying purchases.
Tools
by Unity Technologies
“Skate Story's skateboard movement is built entirely from scratch rather than using Unity's PhysX system. The player has no physical body in the engine — instead, Sam casts against Unity colliders”
Products
- Skate StoryBy guest
“Indie developer Sam Ng discusses building Skate Story, a vaporwave skateboarding game released in 2025, covering five years of development decisions”
“Sam implemented this by tying the timing window indicator's speed directly to player velocity, borrowing the Gears of War active reload mechanic.”
company
“covering five years of development decisions including custom Unity physics, procedural camera systems, trick mechanics tied to real skateboarding principles, boss battle design iteration, and the Gumbo NYC game developer co-working collective.”
More from Software Engineering Daily
We summarize every new episode. Want them in your inbox?
Developing Multiplayer Games in Godot
SED News: Apple’s AI Problem, The Real Business Model of AI, and Token Cost Reckoning
Web Native Game Development
The Hardware Bottleneck AI Can’t Fix
Autonomous Drone Delivery at Scale
Similar Episodes
Related episodes from other podcasts
The James Altucher Show
Mar 7
From the Archive: Tony Hawk: Mastery, Failure, and the Trick That Changed Skateboarding
All-In with Chamath, Jason, Sacks & Friedberg
Nov 26
Molly's Game Uncensored: The Truth Behind the World's Most Infamous Poker Game
The Changelog
Oct 22
Bringing Atuin to the desktop (Interview)
Freakonomics Radio
Jun 12
677. Can Backgammon Save Us from Ourselves?
Odd Lots
May 30
How the Invention of Rope Gave Us Modern Civilization
Explore Related Topics
This podcast is featured in Best Cybersecurity Podcasts (2026) — ranked and reviewed with AI summaries.
Read this week's Software Engineering Podcast Insights — cross-podcast analysis updated weekly.
You're clearly into Software Engineering Daily.
Every Monday, we deliver AI summaries of the latest episodes from Software Engineering Daily and 192+ other podcasts. Free for up to 3 shows.
Start My Monday DigestNo credit card · Unsubscribe anytime