Fact-checked by Grok 2 weeks ago

Robomodo

Robomodo was an American independent studio based in , Illinois, founded in January 2008 by five former employees: Josh Tsui, Dave Michicich, Nick Ehrlich, Peter Sauerbrei, and Richard Ho. The studio specialized in console and mobile games, entering into a development agreement with for its debut project, a high-profile extreme sports title. Robomodo ceased operations in 2016, with (2015) serving as its final release. The studio gained prominence for taking over the Tony Hawk's franchise from Neversoft starting in 2008, developing motion-controlled spin-offs like Tony Hawk: Ride (2009) and Tony Hawk: Shred (2010), which introduced skateboard peripherals to the series. It later returned to the series' roots with Tony Hawk's Pro Skater HD (2012), a digital remake of classic levels from the first two games, and Tony Hawk's Pro Skater 5 (2015), which aimed to revive the core skateboarding formula but faced criticism for its rushed development and incomplete launch state. Beyond the Tony Hawk titles, Robomodo worked on sports simulations such as Big League Sports (2011) for Xbox 360, the mobile endless runner The Hunger Games: Catching Fire – Panem Run (2013). Throughout its existence, Robomodo navigated industry challenges, including significant layoffs of 30 to 60 staff members in 2010 amid uncertainty following , which reduced its workforce substantially. The studio's closure came after the expiration of Activision's licensing deal with in 2015, leaving the franchise dormant until later revivals by other developers. Robomodo's contributions, particularly to the later era, remain notable for attempting to evolve the series with innovative hardware integration, though often met with mixed reception due to technical issues and shifting market demands.

History

Founding

Robomodo was established in January 2008 as an independent studio in , Illinois, in the wake of the November 2007 closure of EA Chicago. The studio was founded by five partners—Joshua Tsui (director), David Michicich (CEO and creative director), Nick Ehrlich (COO and director of project management), Peter Sauerbrei (CTO), and Richard Ho (motion director)—many of whom had previously collaborated at in the early 1990s on titles like before moving to EA Chicago. At EA Chicago, the founders and early team members contributed to prominent AAA franchises, including , Def Jam, and . Initially self-funded to maintain , Robomodo assembled a of approximately 35 EA Chicago staffers, on their in high-profile development. The studio focused on creating AAA titles for next-generation platforms such as the and , with intentions to expand support for , PC, and handhelds as projects progressed. This emphasis on leveraging a "strong track record" from prior successes allowed the to position Robomodo as a capable outfit capable of tackling established franchises. In September 2008, the studio secured a publishing partnership with for its debut project, marking a key step in its early operations while preserving its independent structure.

Expansion and key partnerships

Following its founding in early 2008 with a team of approximately 35 former employees from EA Chicago and , Robomodo experienced rapid growth amid a challenging industry climate. By 2010, the studio had significantly expanded its workforce, hiring specialists in console development to support ambitious projects. This scaling enabled Robomodo to build internal expertise in advanced game technologies, positioning it as a viable partner for high-profile titles. Under the September 2008 partnership with , Robomodo operated as an independent entity but aligned closely with Activision's portfolio, focusing exclusively on revitalizing the beginning with Tony Hawk: Ride, which integrated innovative peripheral . This provided Robomodo with the resources and creative to develop extreme sports games, marking its entry into console production. Headquartered in , , Robomodo's facilities emphasized technologies central to its projects, including motion-capture systems and peripheral integration tailored for immersive experiences. These capabilities were instrumental in supporting the studio's work on motion-based mechanics during its growth phase. In a mid-period initiative to diversify beyond publisher-funded projects, Robomodo launched a campaign for Bodoink, a game utilizing and player avatars, on November 28, 2011. Aimed at raising $35,000 to polish the nearly complete title, the campaign ultimately fell short, collecting only about $5,547 before concluding without full funding, and did not materialize as planned.

Layoffs and closure

In October 2010, Robomodo underwent significant layoffs, reducing its staff by an estimated 30 to 60 employees amid uncertainty following the development of Tony : Shred. The studio confirmed the reductions but declined to specify the exact number affected, noting that key leadership positions remained intact. Following the 2010 layoffs, Robomodo continued contributing to the series with limited resources, including the 2012 release of . By 2015, the studio co-developed alongside Disruptive Games, handling core gameplay elements while the partner focused on online features. Robomodo ceased operations on August 26, 2016, approximately one year after 's September 2015 launch, which sold fewer than 600,000 units globally and faced criticism for its rushed development and outdated mechanics. The closure was attributed to the game's commercial underperformance and broader industry trends moving away from motion-control peripherals, a core focus of Robomodo's earlier titles like [Tony Hawk: Ride](/page/Tony_Hawk: Ride) and Shred. In the aftermath, co-founder Tsui left Robomodo in 2017 to pursue and emerging technology projects, including documentaries on . No efforts to revive the studio have been reported as of 2025.

Developed games

Tony Hawk: Ride and Shred

: Ride, released on November 17, 2009, for , , and , marked Robomodo's debut project as a newly founded studio. Developed from the ground up following the company's establishment in January 2008, the game emphasized a realistic simulation through its innovative skateboard-shaped peripheral, which utilized motion controls with multiple accelerometers and sensors to detect leaning, turning, hopping, and grabs. Robomodo invested heavily in this proprietary motion technology, designing the controller as a core platform rather than a mere add-on to enable physical, gesture-based gameplay that mimicked real dynamics. As a sequel, launched on October 26, 2010, for the same platforms, building on the board peripheral while expanding the experience with an all-new mode set in locations like Whistler, the , and . handled for the PS3 and versions, incorporating fresh levels and pro skaters such as , , and , with the motion controls refined to support both and snowboard tricks through intuitive board movements. The studio's team size peaked during these projects, growing by up to 20 percent in early 2010 to support ongoing work across platforms, though the effort faced internal challenges including parallel streams and subsequent post-release adjustments. Commercially, : Ride achieved moderate sales of approximately 114,000 units in its first month in the , with the version accounting for the majority at around 67,000 copies, but it drew criticism for peripheral durability and calibration issues that hindered precise control. : Shred underperformed further, selling only about 3,000 units in its debut week in the and facing similar hardware-related backlash, compounded by development delays that pushed its release into late 2010. These outcomes contributed to significant layoffs at Robomodo, with 30 to 60 staff members let go in October 2010 ahead of Shred's launch, signaling the end of the studio's motion-control focus on the franchise.

Tony Hawk's Pro Skater HD and Pro Skater 5

Tony Hawk's Pro Skater HD, developed by Robomodo and published by Activision, served as a digital remake featuring seven classic levels drawn from the original Tony Hawk's Pro Skater and Tony Hawk's Pro Skater 2. The game was released on July 18, 2012, for Xbox 360 via Xbox Live Arcade, followed by August 28 for PlayStation 3 via PlayStation Network, and September 18 for PC via Steam. It marked Robomodo's shift away from the motion-controlled gameplay of prior titles like Tony Hawk: Ride and Shred, returning to traditional controller-based skating mechanics while updating visuals for high-definition platforms. The HD remake was praised for its sharp visuals and faithful recreation of the series' core trick system and level designs, evoking for the franchise's early entries. However, critics noted its limited scope, with only a selection of levels, no create-a-park mode, and absence of features like multiplayer modes from the originals, resulting in a concise but incomplete package. Building on this effort, Robomodo co-developed with Disruptive Games, aiming to further revive the series' roots through classic side-scrolling levels, combo-focused , and new integration. Released on September 29, 2015, for and , with last-generation versions for and following on November 10, the game included over 100 goals across its stages, a returning create-a-park mode for custom design and sharing, and multiplayer supporting up to 20 in shared worlds. Development of Pro Skater 5 faced significant challenges, including a rushed production schedule reportedly driven by expiring licensing agreements, leading to numerous bugs, graphical glitches, and incomplete content at launch. acknowledged these issues post-release and committed to patches in collaboration with Robomodo, though the game's technical problems contributed to widespread criticism. This period represented a broader platform transition for Robomodo's Tony Hawk projects, moving from peripheral-based motion controls on seventh-generation consoles to standard dual-analog controllers on eighth-generation systems like and , emphasizing and online connectivity over physical hardware.

Other games

In addition to the Tony Hawk series, Robomodo developed Big League Sports (2010), a sports simulation game for and featuring , , , and soccer with motion controls tailored to each sport. The studio also created – Panem Run (2013), an mobile game for and tied to the film promotion, where players control navigating Panem while avoiding obstacles and collecting items.

Unreleased and canceled projects

In 2011, Robomodo launched a Kickstarter campaign for Bodoink, a family-friendly Xbox Live Arcade game that utilized Microsoft's Kinect sensor to place players' avatars inside a giant pinball machine, where body movements controlled the ball's trajectory through pegs, bumpers, and obstacles. The project sought $35,000 to supplement internal funding, marking one of the earliest console game efforts on the platform, but it only raised $5,547 from 121 backers before the campaign ended unsuccessfully. Although Robomodo initially indicated the game would proceed to release regardless, Bodoink was later pivoted to a mobile format in 2013 amid ongoing development challenges, but it was ultimately canceled and never launched. The cancellation of Bodoink stemmed primarily from the failed effort and Robomodo's shifting priorities toward committed Tony Hawk franchise obligations, including the development of shortly thereafter. Resource constraints at the studio, exacerbated by 2010 layoffs that reduced amid uncertain prospects following Tony Hawk: Shred, limited the ability to pursue independent titles. Additionally, the broader industry began pivoting away from Kinect-dependent experiences as the peripheral's novelty waned and de-emphasized it in subsequent hardware generations. These attempts at diversification, occurring during Robomodo's early expansion phase, underscored the studio's ambition to explore innovative motion-based peripherals beyond simulations, though none progressed beyond conceptual or early prototyping stages.

Reception and legacy

Critical response to games

Robomodo's games received mixed to negative critical reception, with aggregate scores reflecting widespread disappointment in innovation and execution. : Ride earned an overall score of 46/100, criticized primarily for its gimmicky motion controls via the proprietary skateboard peripheral, which reviewers described as unresponsive and frustrating, leading to imprecise trick execution and limited gameplay depth. Similarly, : Shred scored 53/100, with ongoing complaints about the peripheral's poor responsiveness and repetitive mechanics that failed to evolve the series meaningfully. Tony Hawk's Pro Skater HD fared better at 66/100, praised for evoking nostalgia through faithful recreation of classic levels and satisfying core gameplay, alongside improved graphics that modernized the visuals without altering the formula. However, achieved a dismal 32/100 average, lambasted for its buggy launch state, incomplete content, frequent glitches, and significant deviations from the series' traditional combo-driven structure, including awkward open-world elements and poor level design. Some reviewers noted minor innovations, such as an advanced builder and enhanced multiplayer, but these were overshadowed by technical shortcomings. Sales performance underscored the critical backlash, contributing to the Tony Hawk series' decline during the Robomodo era. sold approximately 610,000 units worldwide, underperforming expectations for a major franchise entry. fared worse, with global sales below 150,000 units, far short of the million-unit milestones typical of earlier titles.
GameMetacritic ScoreGlobal Sales (approx.)
Tony Hawk: Ride46/100610,000 units
Tony Hawk: Shred53/100N/A
Tony Hawk's Pro Skater HD66/100520,000 units
Tony Hawk's Pro Skater 532/100<150,000 units

Impact on the Tony Hawk series

Robomodo assumed development duties for the Tony Hawk series following Neversoft's departure after Tony Hawk's Proving Ground in 2007, marking a significant shift in the franchise's creative direction. Neversoft had defined the series through its fast-paced, trick-based arcade gameplay, but Robomodo introduced experimental elements aimed at enhancing immersion, such as the motion-controlled skateboard peripheral in Tony Hawk: Ride (2009) and Tony Hawk: Shred (2010). This hardware innovation sought to simulate real-world skateboarding and snowboarding mechanics more realistically, diverging from the traditional controller-based, combo-focused style that had built the series' popularity. However, the peripherals' high cost and cumbersome implementation alienated core fans, who viewed the changes as a departure from the accessible arcade roots. The Ride and Shred era (2009–2010) emphasized realism over arcade flair, leading to widespread criticism for clunky controls and reduced emphasis on creative trick combos, which further eroded fan engagement and contributed to declining sales. Subsequent titles like Tony Hawk's Pro Skater HD (2012) and Tony Hawk's Pro Skater 5 (2015) represented attempts to revive the classic formula by remastering early levels and reintroducing numbered sequencing with modern features, including early implementations of online multiplayer and user-generated content sharing. Despite these efforts, rushed development—particularly for Pro Skater 5, which launched with numerous bugs and incomplete features—failed to recapture the series' momentum, exacerbating perceptions of decline and prompting a five-year hiatus from major releases until the 2020 remakes. Robomodo's tenure is often cited as a pivotal factor in the franchise's downturn, with the peripheral experiments and inconsistent revivals blamed for alienating longtime players and diminishing the series' cultural . This period paved the way for Activision's post-2016 reboot strategy, which shifted focus to faithful remasters developed by Vicarious Visions to restore fan trust and reinvigorate interest without relying on unproven innovations. The innovations in motion controls and online elements, while pioneering, highlighted broader challenges in adapting the series to evolving and trends, ultimately influencing Activision's more conservative approach in subsequent years.

Post-closure status

Robomodo officially ceased operations on August 26, 2016, following the release of its final project, , and has remained defunct without any subsequent business activities. The studio's online servers for were permanently shut down in early 2018, eliminating multiplayer functionality and further limiting access to the game on platforms like and 4. Co-founder and former president Joshua Tsui later pursued filmmaking and other creative endeavors, marking a shift away from game development; no collective reunion of the original team has been reported. In gaming retrospectives examining the franchise's trajectory, Robomodo's tenure is commonly referenced as a pivotal downturn, exemplified by the critical and commercial failures of titles like : Shred and Pro Skater 5, which suffered from rushed production and innovative missteps such as peripheral-based controls. These works are often contrasted with the series' earlier successes, highlighting how they accelerated the brand's waning relevance in the mid-2010s. As of November 2025, no rumors or developments suggest a potential revival of Robomodo. The series persists through efforts by other studios, including Iron Galaxy's Tony Hawk's Pro Skater 3 + 4, released on July 11, 2025, which emphasizes high-fidelity remastering of classic entries without the experimental mechanics associated with Robomodo's output.

References

  1. [1]
    Q&A: Robomodo rises from EA Chicago scrapheap - GameSpot
    Oct 1, 2008 · For its first project, Robomodo is "working on a high-profile extreme sports title for Activision Blizzard," according to the studio's Web site.<|control11|><|separator|>
  2. [2]
    Former EA Chicago Devs Resurface As Robomodo - Worthplaying
    Sep 30, 2008 · Robomodo, based in Chicago and formed in January of 2008, has recently entered into a development agreement to work on a title that will be ...
  3. [3]
  4. [4]
    Robomodo, Inc - MobyGames
    Robomodo, Inc is a US game development studio founded in January 2008 by Joshua Tsui, Dave Michicich, Nick Ehrlich, Peter Sauerbrei and Richard Ho.
  5. [5]
    Robomodo Games - IGN
    Robomodo Games ; Bodoink. Xbox 360 ; Tony Hawk: Ride. Nov 17, 2009. PlayStation 3 Wii Xbox 360 ; Tony Hawk: Shred. Oct 26, 2010. PlayStation 3 Xbox 360 Wii.
  6. [6]
    Report - 30-60 people laid off at Tony Hawk studio Robomodo | VG247
    Oct 13, 2010 · According to a Kotaku report, at least 30 people have been laid off at Tony Hawk developer Robomodo, with the figure rising to 60 by the end ...
  7. [7]
    EA closes branch responsible for Fight Night, NBA Street
    Nov 6, 2007 · The company has announced plans to shut down its Windy City-based studio "EA Chicago." The particular wing was responsible for titles like Def Jam, Fight Night ...
  8. [8]
    Robomodo launch | GamesIndustry.biz
    Sep 30, 2008 · Robomodo was founded by five partners – Joshua Tsui (Director), David Michicich (CEO and Creative Director), Nick Ehrlich (COO and Director of ...
  9. [9]
    Breaking: EA Chicago Studio To Close - Game Developer
    Electronic Arts is to close its Chicago office (Fight Night, Def Jam series) with the loss of 146 jobs as part of its recently announced internal restructuring, ...
  10. [10]
    Layoffs At Robomodo Amid Uncertain Post-Shred Future
    Oct 11, 2010 · Sources have indicated to Gamasutra that Chicago-based Tony Hawk: Shred developer Robomodo has had to lay off a significant number of staff.
  11. [11]
    Tony Hawk dev Robomodo loses 60 staff and franchise
    Oct 13, 2010 · Chicago-based developer Robomodo has reportedly cut 60 positions from its workforce, and revealed that the forthcoming Tony Hawk: Shred will ...Missing: shutdown | Show results with:shutdown<|control11|><|separator|>
  12. [12]
    Tony Hawk Developer Robomodo Struck By Layoffs - Kotaku
    ... Robomodo is hit by layoffs, with sources reporting 30 to 60 jobs being cut due to the loss of the Tony Hawk franchise. Formed in 2008, Robomodo is the ...Missing: count | Show results with:count
  13. [13]
    Layoffs Hit Tony Hawk Developer - IGN
    The studio behind Tony Hawk: Shred was hit with layoffs today. Robomodo, who introduced the motion-board peripheral to the series with last year's Tony ...
  14. [14]
    Tony Hawk's Pro Skater 5 - Polygon
    Created by Robomodo, Disruptive Games, and Fun Labs, this outing in the series features a cel-shaded graphical style and a very basic set of gameplay modes, ...Missing: co- | Show results with:co-
  15. [15]
    Tony Hawk's Pro Skater 5: Online Play, Park Creator Details
    Jun 24, 2015 · Tony Hawk's Pro Skater 5 is being developed by my company Robomodo, along with Disruptive Games. Activision is, of course, publishing it. It ...
  16. [16]
  17. [17]
    'Tony Hawk's Pro Skater 1 + 2' Becomes Fastest-Selling Game In ...
    Sep 14, 2020 · While the series has sold an estimated 1.4 billion copies, it petered out in its later years, with the widely panned 2015 release Tony Hawk's ...
  18. [18]
    Level Completed! Naperville resident shares his time in the gaming ...
    Feb 15, 2025 · I thought it was time to take a break,” said Tsui. Josh Tsui returns to filmmaking. He left Robomodo in 2017 to return to his first passion…
  19. [19]
    Joshua Tsui - United States | Professional Profile - LinkedIn
    Director. Leading innovations in Emerging Tech, Entertainment, and Education Co-Founder of two video game development studios, Studio Gigante and Robomodo.
  20. [20]
    Tony Hawk: Ride - IGN
    Rating 5/10 · Review by IGNInitial Release. Nov 17, 2009 ; Platforms. PlayStation 3 Wii Xbox 360 ; Genres. Sports, Skateboarding ...
  21. [21]
    Tony Hawk Ride Updated Hands-On - GameSpot
    Oct 8, 2009 · Chicago-based Robomodo is tasked with development duties, and the game is controlled using a proprietary full-sized skateboard controller.
  22. [22]
    So, How Does The Tony Hawk Controller Work? - Kotaku
    This controller has not one, but two accelerometers. It has four motions sensors, one on the front, one on the back and one on each side. And it has a slightly ...
  23. [23]
    RIDE skateboard more as a platform than a peripheral, says ...
    Jun 22, 2009 · Robomodo president Joshua Tsui says that the skateboard peripheral for Tony Hawk's Ride isn't, it's a platform in it's own right.
  24. [24]
    Tony Hawk's new 'Ride' game includes motion-sensing skateboard ...
    May 15, 2009 · Turns out the motion controls are quite detailed, and in advanced modes even allow for in-place 180s, but nothing seems to involve lifting the ...
  25. [25]
    Tony Hawk: Shred - IGN
    Tony Hawk: Shred is a skateboarding/snowboarding game for younger players, using motion-sensing controllers, released on Oct 26, 2010 for PS3, Xbox 360, and ...
  26. [26]
    Tony Hawk®: SHRED Lets Players GO BIG!!! - Activision Blizzard
    Aug 13, 2010 · Tony Hawk: SHRED is in parallel development by two different studios: Robomodo for the Xbox 360 video game and entertainment system from ...Missing: history | Show results with:history
  27. [27]
    Ride dev Robomodo sucked into parallel dimension, increases staff
    Mar 2, 2010 · In this parallel world though, the studio calls the game "high-selling" and is looking to actually increase its staff by as much as 17 percent ...
  28. [28]
    Under 114,000 ride Tony Hawk in November - GameSpot
    Dec 10, 2009 · US sales figures show Activision's heavily hyped, peripheral-based reboot of once-iconic skate series sells just 67,000 units on Wii, 30,000 on ...Missing: commercial | Show results with:commercial
  29. [29]
    Tony Hawk Ride Beats The Odds - IGN
    Dec 10, 2009 · According to the NPD group, Tony Hawk Ride sold a total of 114,000 units across Wii, Xbox 360 and PlayStation 3. That's a respectable number of ...Missing: figures | Show results with:figures
  30. [30]
    Tony Hawk: Shred sells 3,000 in first week - Report - GameSpot
    Nov 17, 2010 · Launching on October 26, the game sold only 3,000 units across all platforms, according to the firm.Missing: development history
  31. [31]
    Tony Hawk's Pro Skater HD - Activision
    Combining sharp visuals with the best controls ever in a Tony Hawk game, the feel is cutting edge yet timeless. The game was rebuilt and polished by Robomodo ...
  32. [32]
  33. [33]
    Tony Hawk's Pro Skater HD hits PSN August 28th - Polygon
    Aug 13, 2012 · Tony Hawk's Pro Skater HD will launch on the PlayStation Network on August 28th, developer Robomodo announced today. The PC version of the ...
  34. [34]
    Tony Hawk's Pro Skater HD Grinding on to PSN August 28th
    Aug 13, 2012 · Now we can safely announce that after a lot of hard work, sweating and some crying (just a little), the game will be released August 28th on PSN ...
  35. [35]
    Tony Hawk's Pro Skater HD Review - GameSpot
    Rating 6/10 · Review by Shaun McInnisJul 20, 2012 · Tony Hawk's Pro Skater HD just about nails the feel of vintage Tony Hawk, but it's a lean package that fails to capitalize on that foundation.
  36. [36]
    Tony Hawk's Pro Skater 5 Releases - MobyGames
    PlayStation 4 ; 2015 Release ; Published by: Activision Publishing, Inc. ; Developed by: Robomodo, Inc ; Additional Development by: Disruptive Games Inc.
  37. [37]
    Tony Hawk's Pro Skater 5 Returns to the Series' Roots - Gameranx
    May 26, 2015 · ... online integration, enhancements to the gameplay, and a full create-a-park playground. The new game doesn't fundamentally change what made ...<|control11|><|separator|>
  38. [38]
    Tony Hawk's Pro Skater 5 Review: Faceplant - Shacknews
    Rating 1/10 · Review by Daniel PerezOct 1, 2015 · ... goals of certain missions. Each stage has a total of 15 missions to complete, although Robomodo didn't put much variety in what kinds of ...
  39. [39]
    SkaterGate: Did Activision Rush Tony Hawk Pro Skater 5 - VICE
    Sep 30, 2015 · The end of the licensing deal is compelling evidence that the game was rushed, but to be fair, developer Robomodo has worked on Tony Hawk games ...Missing: development | Show results with:development
  40. [40]
    Activision Aware of Tony Hawk's Pro Skater 5 Issues - IGN
    Oct 1, 2015 · The publisher says it's working with Robomodo on the problems with the sports game, which released earlier this week in North America.
  41. [41]
    Tony Hawks Pro Skater 5 review | Eurogamer.net
    Rating 1.0 · Review by Simon ParkinOct 2, 2015 · Activision and developer Robomodo's logos, the first things you see in the game, frequently stammer on load. Has there ever been an earlier ...
  42. [42]
    Robomodo partially funding 'Bodoink' with Kickstarter - Engadget
    Bodoink, a family-friendly XBLA Kinect title, which places player's Avatars inside a giant pinball machine, is currently seeking funding on Kickstarter.
  43. [43]
    On Kickstarter, There Are No Guarantees - Giant Bomb
    Mar 27, 2012 · Tony Hawk: Ride developers Robomodo tried to help fund Bodoink, a Kinect game for Xbox Live Arcade, and only raised $5,547 of $35,000.
  44. [44]
    Josh Tsui, Robomodo, and the Power of Teams | HuffPost Life
    Mar 15, 2013 · Despite Robomodo's established position in Chicago's game design industry, Josh Tsui, one of the company's founders, remains an impassioned ...
  45. [45]
    Robomodo on the wisdom of crowd funding - GameSpot
    Dec 5, 2011 · Are Kickstarter users willing to back Bodoink? Set for release on the Xbox 360, Bodoink is an Avatar-enabled, family-friendly take on pinball.
  46. [46]
    Robomodo crowdfunding XBLA title - GamesIndustry.biz
    Nov 29, 2011 · Bodoink will be an XBLA title for Kinect, and so far the project has 18 backers and $510 towards its $35,000 goal. "As far as we know, we are ...
  47. [47]
    Tony Hawk Ride Reviews - Metacritic
    RIDE offers up both a fun casual experience as well as a strong technically challenge at the higher difficulty levels.Tony Hawk Ride critic reviewsTony Hawk Ride user reviews
  48. [48]
    Tony Hawk: Shred Reviews - Metacritic
    User Score Mixed or Average Based on 13 User Ratings ... Summary Tony Hawk and Robomodo are reuniting on a second game to use the Tony Hawk: Ride skateboard.
  49. [49]
    Tony Hawk's Pro Skater HD Reviews - Metacritic
    Rating 66% (70) Jul 18, 2012 · Tony Hawk's Pro Skater HD has no offline multiplayer, no HORSE mode, ugly graphics, not full track listing of from both games and you can't ...Missing: iMagine | Show results with:iMagine
  50. [50]
    Tony Hawk's Pro Skater 5 Reviews - Metacritic
    Sep 29, 2015 · The game isn't awful, but it isn't good. The gameplay works *most* of the time, and when it does it can be quite fun. The characters initially ...Tony Hawk's Pro Skater 5 critic ...Tony Hawk's Pro Skater 5 user ...
  51. [51]
  52. [52]
  53. [53]
    Neversoft off Tony Hawk series - GameSpot
    May 18, 2009 · After months of speculation, Neversoft Entertainment cofounder and president Joel Jewett has confirmed that his studio is no longer developing Tony Hawk games.
  54. [54]
    Feature: What the hell happened to Tony Hawk? - VG247
    Dec 15, 2010 · Last year, the year of Tony Hawk: Ride, franchise sales were closer to $100m. This year, Activision's trying – failing – to flog $120 fake ...<|separator|>
  55. [55]
    THE ORAL HISTORY OF TONY HAWK'S PRO SKATER
    Jan 13, 2017 · There was a little break and then a studio in Chicago, Robomodo, developed two Tony Hawk games with the skateboarding peripheral. Last year ...
  56. [56]
    Tony Hawk: Shred wobbles first week at retail - Engadget
    Nov 17, 2010 · That's why Robomodo's second peripheral-based Tony Hawk title, Shred, seems to have gotten off to a grim start, selling just 3,000 copies in its ...Missing: total | Show results with:total
  57. [57]
  58. [58]
    Everything we know about Tony Hawk's Pro Skater 3 + 4
    Jul 10, 2025 · After a long hiatus, the first signs of life in years for the Tony Hawk games came with 2020's Tony Hawk's Pro Skater 1 + 2.
  59. [59]
    Robomodo | Tony Hawk's Games Wiki - Fandom
    Robomodo was an independent game developer in Chicago, known for developing post-Neversoft Tony Hawk's games, and went defunct in 2016.
  60. [60]
    Tony Hawk's Pro Skater 5 on PSN Sale Despite its Servers Being ...
    Feb 22, 2018 · Support for the game, inevitably, fell by the wayside and, sometime within the last 12 months, the online servers were shut down, essentially ...
  61. [61]
    Tony Hawk's Pro Skater 5 - Delisted Games
    Despite reports in February that the game's online servers had been permanently shut down, Activision Support tweeted on March 2nd that they were aware of ...
  62. [62]
    Why Tony Hawk Pro Skater 5 Was A Complete Flop - SVG
    Jan 24, 2023 · On top of all this, Activision actually shut down the online servers for good a few years ago. Some "Tony Hawk's Pro Skater 5" versions ...<|separator|>
  63. [63]
    Tony Hawk's Pro Skater 5 Review - IGN
    Rating 3.5/10 · Review by Marty SlivaOct 2, 2015 · Tony Hawk's Pro Skater 5's rare moments of nostalgic joy are drowned out by its abundance of poorly thought out levels, control problems, bugs, and its glaring ...
  64. [64]
    Tony Hawk's new skateboarding game hits mobile on Dec. 13
    Dec 4, 2018 · The last Tony Hawk skateboarding game was 2015's disappointing Tony Hawk's Pro Skater 5, developed by Robomodo and published by Activision.<|separator|>
  65. [65]
    Tony Hawk's™ Pro Skater™ 3 + 4 on Steam
    Available Now! Fri, July 11, 2025. Digital Deluxe Edition.. Purchase the Digital Deluxe Edition to skate as the Doom Slayer ...
  66. [66]
    Tony Hawk's™ Pro Skater™ 3 + 4 | Best Skateboard Series
    Play the fully-remastered Tony Hawk's™ Pro Skater™ & Tony Hawk's™ Pro Skater™ 2 games in one epic collection, rebuilt from the ground up in incredible HD.