Community Parks Walkthrough
Community Park layouts — daily rotating skateparks across three city plots

60+ Rotating Skateparks Across the City

When I started on skate. I took over the Community Parks system. Three plots around the map rotate a fresh layout every single day — giving players a reason to come back daily.

I inherited an 85-piece modular kit and expanded it to 200 pieces by modeling new parts in Maya. Every new piece iterated on until the gameplay feel was right.

Before a single layout was designed, I built a massive Miro board of real-world skateparks — research that paid dividends through every design decision that followed.

The result: more than twenty distinct layouts per plot, totalling around sixty skateparks — all live and rotating in the game today.

Clips From Production
Clips After Production
Additional layout walkthroughs — Plot B and Plot C
60+Rotating Layouts
200Kit Pieces
3City Plots
DailyRotation
Community Parks stats
01
Reference Board

Built a large Miro board of real-world skateparks before any layout work began.

02
Kit Expansion

Modeled and shipped 115 new pieces in Maya, growing the kit from 85 → 200 pieces.

03
Layout Design

Designed 20+ layouts per plot — each tested and iterated until movement felt right.

04
Daily Freshness

Layouts rotate daily so players always have something new to skate on login.

Design process
Skatepark Reference Miro Board
Miro Reference Board
Before Designing a Park
Kit Pieces Maya
After Designing a Park
In-Engine Assembly
This is a very truncated example of how my community park design process would go. I built a miro board that was full of hundreds of real-life skateparks, featuring screenshots and links to videos of people skating those parks. I would gather reference from these real-life parks and use it to construct a completely new park on the empty plot that housed the community parks.
Layout Gallery
Skate-o-ween 2025
7-Ply Maple Harvest
Winter Roll-Stice
Spring Pop-Off

Four Events. Twelve Parks. 48+ Challenges.

Each season brought themed community lot layouts. I designed, built, and shipped parks for all four events — working with artists to bring each theme to life.

Beyond the parks, I scripted and implemented all in-game challenges for each event — 12 challenges per event, 4 per plot. That's 48+ challenges across all four seasons.

Skate-o-ween 2025
Season 1 · Fall 2025
Skate-o-ween 2025

2 Halloween parks + 6 challenges for seasonal currency.

7-Ply Maple Harvest
Season 1 · Autumn 2025
7-Ply Maple Harvest

3 skateboard-manufacturing themed parks. Weekly rotation.

Winter Roll-Stice
Season 2 · Winter 2025
Winter Roll-Stice

3 frozen-theme parks + 12 challenges scripted and shipped.

Spring Pop-Off
Season 2 · Spring 2026
Spring Pop-Off

Fireworks theme — 3 parks, 12 challenges scripted and shipped.

48+

Challenges scripted and implemented across all four events — 4 per plot, per event, designed with the metagame team to reward seasonal currency and drive repeat play.

Event Screenshots — all four seasons
Lucre Financial Gardens
San Van Central Post
Stalefish Bevvy Co.
SCAF
Plot walkthroughs — one video per location

Designing the City's Character

Beyond the rotating parks, I led layout and iteration on several permanent open-world plots across Market Mile and Brickswich. These spaces define how players move through the city.

Every plot involved heavy upfront planning — 2D maps, Miro boards, and weekly team syncs with artists and design leads.

Each plot had a central design question: how does the player flow through this space? Where's the main line? Where do they want to linger?

The plots span two distinct districts — Market Mile and Brickswich — each with its own character and constraints.

Lucre Financial Gardens
Market Mile
Lucre Financial Gardens

The largest plot in the game. Designed for big, flowing lines through an urban plaza.

San Van Central Post
Brickswich
San Van Central Post

Built around an old clocktower. The old rail line became the main throughline.

Stalefish Bevvy Co.
Brickswich
Stalefish Bevvy Co.

Designed as a transitional space with clean lines in and out.

SCAF Art College
Brickswich
SCAF — Art College

Primary reference was NYC's Pyramid Plaza — a fresh spin on a classic space.

Four open-world plots — add one screenshot per card
Blockout
Lucre blockout
Final
Lucre final
Blockout → final
Lucre — Miro map
Lucre Miro map
San Van — Miro map
San Van Miro map
Stalefish — Miro map
Stalefish Miro map
SCAF — Miro map
SCAF Miro map
These are the plot specific miro boards that both design and art would help create. These featured our review notes and pre-production reference gathering.
Challenge UI
Challenge Clip 2
Challenge Clip 3
Challenge Clip 4
The challenge design process started with a "paper design." I would go around and find fun places to skate and craft a challenge around maximizing the gameplay potential of the spot. Once I got approval from the department leads, I would begin implementing the challenge via Frostbite. Here is a video of a challenge I pitched early in development and another video of after I implemented it.

50+ Challenges. Designed, Scripted, Shipped.

Working with the metagame team, I planned, created, and iterated on the base rotating challenge set — designing each one as a gameplay problem, not just a task.

Each challenge had to feel achievable but not trivial, guide players to parts of the map, and reward them in a way that felt earned.

I owned the full pipeline: design → scripting → implementation in Frostbite.

50+Challenges Designed
48+Seasonal Challenges
Design · Script · Ship
Paper Design
Shipped Product
The challenge design process started with a "paper design." I would go around and find fun places to skate and craft a challenge around maximizing the gameplay potential of the spot. Once I got approval from the department leads, I would begin implementing the challenge via Frostbite. Here is a video of a challenge I pitched early in development and another video of after I implemented it.
Special Feature · Community Parks

The Dime Glory Challenge

A custom skatepark built to coincide with the real-life Dime Glory Challenge — one of skateboarding's most iconic annual events. Ran through the Community Parks system for a limited window at launch.

One of the more creatively satisfying projects — designing to a cultural moment with a tight deadline.

Dime Glory layout
Dime Glory Challenge — limited-time Community Park at launch

Designing to a Cultural Moment

The real Dime Glory Challenge is a beloved grassroots skate contest held annually in Montreal. The brief was to bring that energy into skate. at launch.

That meant the park had to feel right to anyone who knew the event — not just look the part, but skate the part too.

Reference, Then Riff

I started with deep reference — past Dime Glory contest footage, obstacle setups, and layout logic. Then riffed on it to work within the skate. physics and camera system.

Tight timeline. One shot to get it right for launch day.

1Limited-Time Park
LaunchTimed to Real Event
LiveCommunity Parks System
description description
Here is a picture of my Maya file that includes some of the models I made for this in-game event. Also pictured at the front of the screenshot is the models that Dime sent me from their past events. I was tasked with properly scaling those models and redo-ing them to fit our in-game metrics.
Layout Walkthrough
Screenshot Gallery
Full Circle / EA · 2024–Present

Four Major Systems. One City. Ongoing.

I've been working on skate. since the start of 2024. In that time I've touched a wide range of systems — from the modular Community Parks that rotate daily, to the open-world plot spaces that define the city's character.

The work spans four major areas: Community Parks, Seasonal Events, Plot Work, and Challenges. Use the tabs above to navigate between sections.

Project Details

StudioFull Circle / EA
RoleLevel Designer
EngineFrostbite
ToolsMaya · Blender
StatusLive · Early Access
NDASelect work shown

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Dime Glory Community Parks Seasonal Events Plot Work Challenges
60+Rotating Park Layouts
200Modular Kit Pieces
4Seasonal Events
50+Challenges Shipped
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