Tony Hawk has revealed that he took an unusually hands-on approach while helping shape the first Tony Hawk’s Pro Skater, even going so far as to modify a friend’s original PlayStation so more skaters could try early builds and offer feedback. The story offers a fascinating look at how one of gaming’s most influential sports franchises was refined before release, and how closely Hawk wanted the project tied to real skate culture.nnSpeaking during a panel at iicon, a conference focused on video game industry professionals, Hawk reflected on the early development of the original game in the late 1990s. At the time, he was collaborating with Neversoft as the studio worked on what would eventually become a landmark skateboarding title. According to Hawk, the development process was highly iterative. New versions of the game were regularly sent to him on burned discs, which he would play at home on a modified PlayStation 1. After spending time with each build, he would send his notes back to the team, and then receive another updated version the following week.nnThat steady back-and-forth gave Hawk a direct role in shaping the experience, but he also felt somewhat alone in his enthusiasm. As he explained, he was the only true skater deeply involved at that stage, which made him want outside opinions from people who understood both skating and games. Rather than keeping the builds entirely to himself, he began copying the discs and sharing them with skaters he knew were serious players. In his view, their reactions were important because they represented the audience most likely to judge whether the game actually captured the spirit of skateboarding.nnOne of the most memorable examples involved Hawk modifying his friend Atiba’s PlayStation 1 so it could run the burned discs. This was almost certainly Atiba Jefferson, the well-known skater and photographer who later appeared in Tony Hawk’s Pro Skater 4. Hawk said Jefferson’s feedback was genuinely useful, suggesting that these informal playtesting sessions were more than just friends trying an unreleased game for fun. They were helping identify what worked, what felt authentic, and what needed improvement. Hawk also noted that Jefferson began inviting other people over to play, turning the process into a small underground network of early testers.nnHawk described the whole situation as going rogue, and it is easy to see why. This was not a formal focus test arranged by a publisher. It was a grassroots effort driven by Hawk’s belief that the game needed approval from the skate community. That decision appears to have paid off. At one point, Hawk started hearing chatter among hardcore skaters, with people asking each other whether they had played “the game.” For him, that was the moment he realized the project had real potential. Even before it became a mainstream hit, it had already started earning credibility with the people whose opinion mattered most to him.nnWhat stood out to Hawk was not just that skaters liked it, but that they referred to it simply as “the game,” as though it had already become the definitive digital version of skateboarding. That reaction gave him a strong sense of pride. He said he never expected the project to grow beyond the skate world in the way it eventually did, but hearing that kind of word-of-mouth buzz convinced him the team was on the right track. In hindsight, that early validation helps explain why the series connected so powerfully with both skaters and players who had never stepped on a board.nnThe story also highlights how unusual the original game’s path was. Hawk noted that the project emerged from a modified version of Apocalypse, the Bruce Willis-themed action game developed by Neversoft. From that unlikely starting point, the team built something that would go on to define an era of sports gaming. The combination of arcade-style controls, stylish presentation, licensed music, and a genuine understanding of skateboarding culture helped the series stand apart from other sports titles of the time. Hawk’s willingness to gather direct feedback from actual skaters likely played a meaningful role in making the final product feel believable and exciting.nnDuring the same panel discussion, Hawk also touched on the future of the franchise. When the topic turned to which installment he would most like to see revisited next, he pointed to Tony Hawk’s Underground. According to Hawk, that is the game fans most often bring up when discussing possible remasters, and it has been the loudest request for years. While he did not confirm any new project, his comments made it clear that Underground remains high on his personal wish list if the series continues receiving updated releases.nnAt the same time, the broader development landscape around the franchise remains uncertain. Iron Galaxy, the studio behind the recent Tony Hawk’s Pro Skater 3+4 remaster, reportedly faced another round of layoffs earlier this month, following a significant set of layoffs in 2025. That news adds some caution to any speculation about what might come next, even as interest in future remasters remains strong.nnStill, Hawk’s anecdote about secretly sharing early builds serves as a reminder of why the series made such a lasting impact in the first place. It was not just a celebrity-backed product using a famous name. From the beginning, Hawk was actively trying to make sure it earned the respect of skaters, reflected the culture authentically, and felt right in the hands of players. That commitment to authenticity helped transform an experimental project into one of the most beloved franchises in gaming history.
Tony Hawk Shared Early THPS Builds for Feedback


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