Tony Hawk Ride© is a video game peripheral designed for the next generation of skateboard gaming. The goal was to bring real skateboard experience to living rooms. The player can stand on the actual board to control the character, by tilting left and right and doing many other simulated skateboard movements.
Product Council finished the industrial design of the skateboard. The graphic and color was done by fuseProject.
The official website of Tony Hawk Ride©
http://www.thride.com
Project Background
This project started with an engineering prototype model. It was well-built. However, being lack of design capability, the game publisher Activision and developer Robomodo came to us for industrial design help for the skateboard.
Body Design
The cross section is crucial to this skateboard design. It determines the overall control experience for gamers. We designed several cross sections and made the models for prototype testing. We also invited the client to stand on them and tried the controlling of the board. The final design was picked based on the best control and the look of the skateboard.
Skin Design
We had a discussion among game developer, manufacturer and Microsoft (for Xbox version of the Tony Hawk Ride) about the skin design. Just like the very successful game peripheral- Guitar Hero, Activision wanted to add swappable skins to this skateboard. We thought the skin should be assembled with screws to make it look more like a real skateboard. The manufacturer also thought screws could help with engineering to make the body really strong to support the weight from the user. However, Microsoft had a different opinion. According to Xbox peripheral design guide, using screws to change product skin is not user-centered and not allowed. After the discussion, the client gave up the idea of swappable skin, but designed a standard graphic for the skateboard.
Button Design for 3 Systems
We suggested a skateboard design with no or only one button to make it look simple and more like a real skateboard. The gamer can control the skateboard through by tilting board and the RF sensors. If they want to control the game menu it’s easier to use the game remote instead of picking up the board for the buttons. However, Microsoft game peripheral design guide insisted that all devices should include all buttons as the game remote. It was impossible for them do change the rule.
To make the board also good for 3 major systems, we also designed the button layout for Wii and PS3.
A larger “start” button is placed on the side of the skateboard to allow users to kick on it without picking up the board.
Final Design
Product photos:
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