New OlliOlli video shows off Career mode

Hello! It was back in June that we last posted here. At that point we were about to embark on our first E3 trip with a VERY early build of the game. Needless to say a lot has changed since then! Player physics have been tweaked, we’ve redesigned a ton of grindable assets and we’ve also settled on the final modes of the game (there are four in total!).

In this post we want to concentrate on the most important game mode, Career, as it helps you unlock both Spots Mode and Rad Mode as well as preparing you for the do-or-die, risk it all, Daily Grind.

Neon Big AirNeon Grind

In Career you are confronted with the task of completing 50 Levels split across five stages, Urban, Junkyard, Port, Base and Neon with 10 levels per Stage. The levels are split into ‘Amateur’ and ‘Pro’ to help the player skill-up as they progress. The Amateur levels follow a linear path, complete Urban 1 and unlock Urban 2, Complete Urban 5 and Unlock Junkyard 1.

However, merely completing a level is least of your worries! Each level has five challenges, two of which are always score challenges, one based on overall score and a second based on your combo score. The remaining three challenges revolve around collectables, performing certain tricks and playing the level in a different way, e.g. ‘Don’t grind in the first 300 Metres’. If you’re a super boss and if you have the uber skill, in some levels you can complete all five challenges in one go!

Neon Robot 1Neon

So what’s the incentive for completing all five challenges? Well, I’ll tell you. Every time you unlock all the challenges in Amateur you unlock the corresponding Pro level. Unlocking Pro levels is not a linear journey so it’s up to you complete all those Amateur challenges to feel the wind in your hair and the concrete in your face as you step up to Pro Mode.

Pro levels take what you have learned in Amateur and ramp it up to epic proportions, longer grinds, bigger gaps and loads more obstacles, these levels will skill you up and you’ll notice your scores improve exponentially as you begin to nail your combos, which along with Perfect landings and Perfect Grinds is the key to High Scores.

Each Pro Level has its own five challenges, your mission is to complete the remaining 125 challenges in order to unlock Rad Mode, the super difficult mode that we’re going to keep under wraps for now!

Neon Perfect Grind w Combo Trail

If none of that has made sense then I suggest you watch the video at the top of this blog post, in which John explains everything above but with run-throughs, level select screens and a few face-plants for good measure.

Keep an eye out for the next two videos explaining Spots and the Daily Grind and get yourself over to our YouTube Channel where you can see the first in the series of these videos on Controls, Tricks and Spins!

Finally, while you’re here, you may as well take a look at our new teaser trailer too! Check it out:

10 Author replies

You make it look easy but sometmes if you struggle a bit so I can imagine how I would rage at this game and I love my Vita too damn much to make it fly out the window, and I have a record of quite a few pads from ps1, ps2 and ps3 broken due to games that can really make you go nuts. Unfortunately this isn’t a game for me but it looks fun nonetheless.


Hey VitalogyPJ, thanks for the post! All I can say is that in nearly 10 months of development neither we nor any of our testers have thrown one Dev or Test Vita kit out the window! Yes, it’s tricky game but not quite Vita against the wall tricky :)

almighty-slayer 28 October, 2013 @ 16:38

Game is ABSOLUTELY AWESOME :) Played it loads at Eurogamer Expo (and beat one of the dev’s high scores ;)) SO much freaking fun. Really can’t wait for this one :)


Glad you liked it so much and thanks for coming to play! Looks like we’ll be battling you on the leader boards when we release :)

i have liked the look of this for some time, watched a gameplay video on youtube the guy was playing and there was an issue with the sound in the demo build but the game looked great to play.

i might be wrong but i thought i read somewhere that the music was a key part of the game(partly rhythm based) is this true or am i confusing this aspect with something else? any news on the soundtrack(cant hear any music in the video as my twins are being noisey) what can we expect is it licensed music or original?


Hey Hayzink, thanks for following progress!

You’re right we did originally look into having a mode that would generate levels based on the music of your choice, however a mixture of technical and legal reasons but most importantly game-play reasons meant we had to drop it. What we did try was too far removed from the main concept of OlliOlli and was turning into a different game, one that was not as good as what we have now!

We’ll be releasing info on Soundtrack very soon, but we do have licensed tracks from a range of artists a lot of them on more ‘underground labels’ – hopefully you’ll like the vibe we’ve gone for!





Looks like a great fit for the Vita. Looking forward to playing it.:-)


Wonderful! Keep an eye out for the release date, hopefully not too far off now!

This game was pretty cool at Eurogamer, even if I was terrible at it. Can’t wait to finally get a copy and get a lot better.


Cheers for having a play at Eurogamer, OlliOlli does have a unique timing mechanic but once you get it becomes very natural, you’ll pick it up in no time!

@Tom Hegarty

thanks for the detailed response as i have been interested in the title for a while now, any any changes that make gameplay better and more rewarding are good changes in my eyes so good move dropping the rhythm stuff then.

when you say the levels were based on music of your choice did you mean mp3’s stored on our vita?
if yes would custom soundtracks be something to expect in this new final version of OlliOlli (or in a later patch) as it would just be for listening pleasure and no longer part of the games gameplay mechanics?


Hey, the music will purely be there for your listening pleasure, there’s no plans to change that at the moment. We are however looking into the music tech side of things in other games we have in early demo stage, though nothing will be going commercial for a while yet!

I seriously cannot express just how much I am looking forward to this game, I skated for 12 years and had to give up due to injury and this is one of the few skating games that looks to embrace what skating is really about…


Cheers dude! John was a sponsored Skater when he was younger (guy in the video) and Simon (our producer) also skated loads but the sands of time have caught up with him now ;) so we’ve certainly got a lot of skating experience in house, I hope that comes across in the game!

This looks fantastic, It’s always nice to see the Vita getting some love from developers.
I’ll be picking this up for sure the second It hits the store!


Cheers Daft-Eng We love the Vita, slowly but surely all the dev team have bought their own as the project’s gone on!

Thank you so much guys for all your hard work on this guys and taking the feedback you received here to heart and changing the game from an endless runner to something that the community is genuinely excited about and can’t wait for!

I hope you will develop more Vita games when this is a success as you are definitely a rising star of the Vita world.

Well done to all your team – can we expect this before Christmas?


Hey Aros2011, thanks for the comment, very nice things to hear especially at 1am in the morning when we’re stuck in the studio!

We are still aiming for release before xmas, but there are a few hurdles yet, we’ll let you know very soon!

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