Podcast Summary: "Skate Story with Sam Eng"
Software Engineering Daily
Host: Joe Nash
Guest: Sam Eng (Developer of Skate Story)
Date: March 17, 2026
Episode Overview
In this deeply technical and reflective episode, host Joe Nash sits down with indie game developer Sam Eng, creator of the critically acclaimed 2025 release Skate Story. The discussion traces Sam's path from creating meme games for friends to building an existential, vaporwave skateboarding adventure set in the underworld. Sam and Joe dig into the unique narrative, mechanics, visual style, and technical challenges behind Skate Story, touching on everything from skate culture and boss battles to shaders and community spaces for developers.
Key Topics and Insights
1. Sam Eng’s Path to Game Development
- Getting Started: Sam describes discovering indie games and tinkering with Unity after playing games shared through Rock, Paper, Shotgun.
- Quote: "I didn't know it was a real thing that people could do...I saw these people making games online...So I would just kind of download them and like tinker with them." (01:26)
- First Experiments: Created free “meme games” for school friends, including a shooter that required 360 no-scope trickshots—a nod to gaming subculture.
- Quote: "It took me probably a month to like figure out how to measure the angle of rotating the first person shooter camera and then shooting the gun...the gun wouldn't do any damage unless you did a 360." (02:42 – 03:42)
2. The Origins and Concept of Skate Story
- Immediate Vision: The title "Skate Story" was chosen early to communicate both skateboarding and a focused, linear adventure—blending vaporwave aesthetics and existential narrative.
- Quote: "I want every player to know that it's a linear adventure game...I always knew it was a vaporwave game." (05:38)
- Existential Premise: You're a glass demon skating through the underworld, trying to eat the moon—a concept presented unapologetically, inspired by how some media (e.g., Pacific Rim) embrace their own "radness" without over-explanation.
- Quote: "You're a demon. You need to eat the moon. You're made of glass. You have to skateboard to the moon." (04:16)
- Quote: "What easier to see than a giant orb in the sky, right? So I was like, all right, got the moon there. And things just kind of kept growing from there..." (05:38 – 07:43)
3. Designing Skateboarding Mechanics
- From Realism to Accessibility: Early intentions to deeply simulate real skateboarding shifted towards a more accessible "skate-walking simulator" where control scheme simplicity became a design priority.
- Quote: "I really have to simplify the control scheme. And then I was like, I need to make it so anyone can just pick it up..." (08:16)
- Timing as Physicality: A unique timing mechanic ("active reload") for tricks simulates the increasing challenge of skateboarding at speed; the faster you go, the harder it is to nail tricks—a feeling rooted in real skate experience.
- Quote: "In skateboarding in real life, that's literally how it is...it's really different to learn how to do a Kickflip when you're just rolling kind of slowly versus when you're going at 20 miles per hour..." (10:37 – 12:27)
- Animation-Driven Design: Actions are grounded in foot placement and animation states, influenced by games like FromSoftware’s.
- Quote: "The design of that was kind of inspired by fromsoft games...animation driven sort of thing." (14:24 – 14:27)
4. Camera System and Sensation of Speed
- Skate Video Inspiration: The camera is designed to evoke the feel of skate tapes—a "friend following you and trying to record." Parameters adjust based on speed, direction, action, and user control.
- Quote: "The idea...was essentially to emulate a skate video or like your friend following you and trying to record you..." (15:10)
- Technical Details: Utilizes wind noise and screen shake tied to camera—not player—velocity for immersive effect.
- Quote: "There's essentially a sound clip of, like, wind hitting a microphone that plays when you're going fast. And then the volume and pitch of that is associated with, like, how fast the camera is moving, not the player." (15:10–18:07)
5. Approachable Yet Authentic Tricks and Failures
- Balancing Simulation and Fun: The game is intentionally not a brutal simulator—mechanics are tuned so beginners can perform tricks, though authenticity is respected where possible.
- Quote: "You can kind of pop the ollie whenever you want...tries to give you a little leeway while attempting as best as possible to still keep the look of the game..." (18:30)
- “Deaths” and Failing: Wipeouts are celebrated, with the camera tumbling like a real fall. Inspired both by ragdoll physics in traditional skate games and the personal sensation of falling.
- Quote: "I want the camera to roll. This is what it feels like to fall. Having the camera roll around..." (22:23–24:56)
6. Boss Battles and Progression
- Innovation in Skateboarding Games: Traditional "boss battles" don’t exist in skating games; Sam designed his own, where tricks are the attack. Early versions were iterated upon for years to keep combos—and skill—central.
- Quote: "I really want my boss battles to not have any other paraphernalia...doing tricks should somehow damage the boss. The main thing you've been doing throughout." (26:21–28:54)
- Combo–Stomp Mechanic: Inspired by real-life and Tony Hawk, but altered so combos end when the skater chooses ("stomps" the trick), not simply upon landing.
- Quote: "In real life, combos don't actually end when your wheels touch the ground. It actually ends when the skater says it ends...so in the game...when you want the combo to end, you just stomp the trick in midair." (30:08–33:56)
7. Pacing and Structure
- Alternating Game Moods: Linear "rush" segments are interspersed with chill, exploratory hub areas to reflect the real-life ebb of skating—pushing hard and hanging out.
- Quote: "The hub areas are more to satiate that my own internal, like, okay, well, I kind of just want little places to fuck around...for gameplay, sometimes you get to the location...and you're just kind of chilling." (34:39–37:33)
8. Vaporwave Visuals and Tech Art
- Aesthetic Philosophy: A "modern take on retro visuals"—the game looks like high-definition skate tapes, not a blurry CRT, using advanced shaders but referencing past styles.
- Quote: "I wanted to take it into 4K...a high fidelity retro sort of vibe...not to look like a PS1 game, but like some sort of realistic version." (38:31–40:16)
- World-Space Warble Shader: Sam describes building a post-effect that “warbles” edges for a dreamlike vibe, using a 3D noise texture tied to world and camera position.
- Quote: "It's this one shader...a 3D texture, like tiled over the world and on the depth buffer, kind of reprojects where the world space is and then samples the 3D texture to offset the screen space UV..." (41:18–45:06)
9. Technical Implementation in Unity
- Custom Physics: Skate Story doesn’t use Unity’s rigidbody physics for the skateboard—it’s all custom coded for tighter control and to handle unique edge cases.
- Quote: "It doesn't use Unity physics...all the skateboard physics is completely from scratch...it was a gigantic pain in the ass to implement." (45:43–47:33)
10. Community and Longevity
- Gumbo Collective: Sam co-founded “Gumbo,” a nonprofit co-working collective for game devs in Brooklyn, which organically grew from tiny rented cubicles to a vibrant, supportive community.
- Quote: "We were in Dumbo, Brooklyn...so Dumbo stands for Down Under the Manhattan Bridge Overpass...We can call it Gumbo, which is games under the Manhattan Bridge..." (49:56–52:28)
Notable Quotes & Moments (with Timestamps)
-
"You're a demon. You need to eat the moon. You're made of glass. You have to skateboard to the moon. It's rad. Let's continue."
Joe Nash, 04:16 -
On the feel of skateboarding at speed:
"I've never seen, like, oh, it's harder to shoot or it's harder to jump or do anything. But in skateboarding in real life, that's literally how it is...when you're going at 20 miles per hour, like down a hill, it's actually really, really difficult to do the kickflip."
Sam Eng, 12:27 -
On boss design:
"Doing tricks should somehow damage the boss. The main thing you've been doing throughout, and I want the combos and the tricks to matter. And that took the entirety of development to figure out how to do that."
Sam Eng, 26:21 -
On combos and the “stomp system”:
"In real life, combos don't actually end when your wheels touch the ground. It actually ends when the skater says it ends. So in the game...when you want the combo to end, you just stomp the trick in midair."
Sam Eng, 30:08 -
On visual style and shaders:
"I wanted this sort of clay, like, sculpted look that kind of gives it this warbled feeling...it's this one shader...samples the 3D texture and then uses that to offset the screen space UV."
Sam Eng, 41:18–45:06 -
On inspiration for new skaters:
"If I could make this game and inspire people to just pick up a skateboard after playing it, that is the metric of success..."
Sam Eng, 54:47
Timestamps for Important Segments
- [01:19–04:16] — Sam's journey to indie game development
- [05:38–07:43] — The origins and existential concept for Skate Story
- [08:16–12:27] — Designing skateboarding mechanics and the focus on timing/simplicity
- [14:24–15:10] — Animation-driven controls and camera design
- [15:10–18:07] — Implementation and effect of camera and speed
- [18:30–20:29] — Trick system accessibility and approachability
- [22:23–24:56] — The wipeout ("death") system and camera innovation
- [25:21–33:56] — Boss battle design evolution and combo mechanics
- [34:39–37:33] — Game pacing, structure, and tension between rush/hub zones
- [38:31–45:06] — Vaporwave visuals, shaders, and technical art
- [45:43–47:33] — Unity engine, physics, and technical challenges
- [49:56–54:28] — Gumbo game dev collective (community, origins, evolution)
- [54:47–57:14] — Motivation for new skaters and what success means for Sam
Closing Thoughts
"Skate Story" is a product of unique vision—melding skate culture, narrative, and experimental game design with technical and visual innovation. Sam Eng's journey (and the stories of community like Gumbo) reveal the challenges and joys of indie development while reinforcing the power of games to inspire us to try new things—even, perhaps, to eat the moon.
Joe Nash: “This is my game of the year and it’s January 4th. Like, I’m in. This is amazing. This is fantastic.” (49:20)
Sam Eng: “The whole game was an excuse to talk about my special interest, which all games should be.” (57:14)
