GTA Skate 3 Trilogy
Skate 3 skating in the GTA trilogy, built on the re3/reVC rewrites and the Skate 3 Rust engine.
A Rust and Bevy skating engine based on Skate 3 reverse-engineering research. Game assets not included.
The engine behind most Skate-3-in-another-game projects: Bully, GTA San Andreas, Garry's Mod, World of Warcraft and more. Recreates Skate 3's physics, animation graphs and grind logic.

A Rust and Bevy skating project built from Skate 3 reverse-engineering research. Includes skating, tricks, grinds, offboard movement, difficulty settings and .skate map support. Gameplay parity is still a work in progress.
Before this rewrite existed, dumbad spent more than two years reverse engineering Skate 3 and building the tools needed to understand and work with it. That meant countless hours digging through undocumented file formats, animation data, and game interaction systems, then testing those discoveries in the original game. Much of that work is collected in DumbadsSkate3ModdingTools, including tools for custom maps, meshes, collision, challenges, and DLC.
That research laid the groundwork for this project. Chasm later worked on a recompilation and a custom renderer based on dumbad's earlier renderer work, before moving into the Rust/Bevy rewrite. The rewrite's development time tells only part of the story: the knowledge and tools it relies on took years of work to establish.
AI coding tools were used to develop this rewrite, but none of it would have been possible without dumbad's extraordinary effort to reverse engineer the original game. The AI had years of hard-earned research and working tools to build on. Describing the project as simply “AI rewriting Skate 3” leaves out the work that made it possible in the first place.
AI helped turn that knowledge into a new implementation; it does not replace credit for discovering how the game works. This is still a work in progress, and using original assets or showing working tricks does not mean every system behaves exactly like the original.
Download Experimental. Successful main builds replace this prerelease. Choose Latest in Updates for experimental updates; Stable is the default.
Extract the Windows release ZIP and run skate3rust.exe. Select your Skate 3 Xbox 360 ISO, or select default.xex in an extracted game folder. Keep its data folder alongside it. Setup prepares the skater, animations and all disc maps, then starts University. The original scoring and session-marker HUD assets are also exported automatically during setup. No Blender, Python or Rust installation is needed. ISO extraction needs internet access. The first conversion can take a while.
Use an XInput controller to play. Escape opens graphics, difficulty and map settings. Maps can be switched without restarting the game.
Skate 3 assets are not included. Your converted files stay in the data folder beside your executable. Each freshly unpacked copy runs its own setup; it does not adopt another installation. In-place updates refresh only changed asset groups.
Requires Windows, Rust with the MSVC toolchain, and LLVM installed in its default location. Run BUILD.bat to build, then PLAY.bat to launch the test world. PLAY.bat opens your saved map (University by default); use the in-game menu to switch maps, or drag a .skate file onto PLAY.bat. An XInput controller is required for gameplay; Escape opens difficulty and graphics settings.
Development builds use a prepared asset set in assets/private/ or the installed asset directory. scripts/Build-Release.ps1 builds the portable Windows package and requires Python 3.13. GitHub Actions builds main automatically; numbered releases are published separately.
Custom animations and climbing support remain available, but no custom clips are shipped. The included format-demo map is original procedural content.
Implementation notes are in docs/. Patched Bevy dependencies and their licenses are in vendor/. This is an unofficial project, not affiliated with EA.
Windows builds support opt-in performance timeline capture through the --trace CLI option, including optional GPU pass diagnostics.
From the project's repository, fetched . Images load from GitHub.
Rolling build 29, commit 60efdef86600.
Choose Branch in the in-game Updates window and enter skyline-driving-update.
Rolling build 36, commit 7ae67f269c02.
Experimental builds may contain regressions. Choose Latest in the in-game Updates window to receive these builds. Stable remains the default. Your existing maps and assets are kept.
Did it work on your PC? A quick report tells other players which versions are safe to try.
Skate 3 skating in the GTA trilogy, built on the re3/reVC rewrites and the Skate 3 Rust engine.
Skate 3 gameplay inside GTA: San Andreas v1.0.
Jimmy skating in Bully with the Skate 3 Rust rewrite. Controller support, rigging and Edit Skater. Your own game files required.
The Skate 3 Rust/Bevy engine running on the web (WebGPU) with a clean-room asset pack: every texture regenerated, no retail pixels.
A Skate 3 Rust Engine fork with real-time path tracing (Bevy Solari ReSTIR DI/GI) and DLSS Ray Reconstruction.
The Skate 3 Rust engine on Meta Quest 3 in passthrough AR: a miniature skater in your room.
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