News
Hitting Slopes: The Level Design of SSX
How did EA’s SSX team go about designing natural looking half-pipes on the top of Everest? Find out in this developer diary.
EA’s SSX developer diary continues. In this third entry, art director Dave Taylor explains the process of creating an exaggerated SSX world on top of real topographical data.

Get the Game Informer Print Edition!
Explore your favorite games in premium print format, delivered to your door.
- 10 issues per year
- Only $4.80 per issue
- Full digital magazine archive access
- Since 1991