TINYSKATE
Three looks of the same pixel-art skate game: a theme park with a roller coaster, a Commodore 64 style park, and TinySkate today at sunset

Before TinySkate, there was Skatedash

TinySkate didn't always look like this. It didn't even have the same name.

The first version was called Skatedash, and over a few big rewrites it went through three completely different looks before it became the chunky pixel-art skate game you can play today. Here's the whole gallery, and why each look had to go.

Look 1: the theme park

I've always had a soft spot for RollerCoaster Tycoon, so the first Skatedash looked like one of its parks: a skater rolling through Riverside Park with roller coasters looping behind him, a Ferris wheel, circus tents and a crowd cheering at the side of the track.

Look 1: Skatedash, Riverside Park. A RollerCoaster Tycoon style theme park.
Look 1: Skatedash, Riverside Park. A RollerCoaster Tycoon style theme park.

It was fun, and honestly pretty cute. You could already ollie, flip and grind.

Ferris wheel, circus tents, a handrail and a long rail. Lots to look at.
Ferris wheel, circus tents, a handrail and a long rail. Lots to look at.

But there was a problem. With all that going on, you could barely find the skater. The coasters, the wheel, the tents and the crowd all fought for your eyes, and the one thing you actually control was a small guy somewhere in the middle of it.

Spot the skater. He's in there somewhere.
Spot the skater. He's in there somewhere.

In a game where you have to time every pop and every landing, that's a deal breaker. So I hit pause and decided the look had to be locked in before anything else.

Look 2: the Commodore 64

Next idea: strip it all back. No roller coasters, just a plain skate park in a Commodore 64 style, with sixteen colours, dithered grass and a row of suburban houses behind the fence.

Look 2: Skatedash, Test Park. A Commodore 64 style look with a plain skate park.
Look 2: Skatedash, Test Park. A Commodore 64 style look with a plain skate park.

Much cleaner. Nothing was stealing the show anymore.

A kickflip in the C64 look. Cleaner, but the skater is still tiny.
A kickflip in the C64 look. Cleaner, but the skater is still tiny.

But the skater was still tiny. On a phone screen he was a few pixels of white shirt rolling along the bottom, and a kickflip was more of a flicker than a trick. The camera had to zoom way in, and the art had to be bigger and bolder to survive that.

Look 3: chunky arcade pixel art (today)

So the last rewrite went big: chunky arcade pixel art in the Metal Slug style I had wanted from the start. Thick dark outlines, a bright white shirt, big readable shapes, and a camera that's zoomed right in on the skater. And that's when Skatedash became TinySkate.

Look 3: TinySkate today. The Park at sunset, a max pop kickflip over the K.
Look 3: TinySkate today. The Park at sunset, a max pop kickflip over the K.

The rule now is simple: the skater has to pop. Every spot is built around that. The Park is a warm sunset, the Rooftops are a dark blue night, the Mall is shiny tiles and palm trees, Hill Bomb is dusk with the red bridge in the distance. They all look different, but you always see him first, and you can read every flip, grab and grind at a glance.

All three looks side by side: theme park, C64, today.
All three looks side by side: theme park, C64, today.

I made a Short about the three looks: Before my indie game was TinySkate, it was called Skatedash

Which look would you have kept: 1, 2 or 3? Tell me in the comments on the Short.

Play TinySkate free in your browser at tinyskate.com.

PLAY TINYSKATE FREE