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SKYLINE

TAGLINE

"Design the face of a city."

HIGH CONCEPT

Skyline is a streamlined and "casual" city management game for the iPad
that emphasizes the beauty of the city's skyline through a side camera view
and distinctive art style. Players balance industrial, commercial, and
residential buildings in ways unique from other city-building
games—unobstructed views keep residents happy and a well organized
skyline brings in tourism money. Since there is no overhead view, players
are given a sense of their whole city through four different view directions.
The game begins in the early 20th century just as skyscrapers have been
invented and ends 200 years later with futuristic buildings. Every few
decades new building types are unlocked. A time-lapse option provides
players with the ability to view their city's skyline grow and change over the
years. There is no explicit goal or winning condition, but the game will end
after 200 years have elapsed. The only loss condition is bankruptcy. The
self-directed and implied goal is to create a functioning and aesthetically
pleasing city.

TARGET MARKET

Skyline will appeal to people who are put off by the complexity of city
management games but would enjoy a really accessible game that they can
spend 5-30 minutes at a time with. The hardcore city sim player will also be
attracted to this new take on a familiar genre. The intuitive touch controls
also make it a fun game for parents and their young children to play
together.

Drag it on to the city and a ghost outline will appear. and are negatively affected by being too close to industrial buildings and too far away from commercial ones. every single skyscraper is hand-picked and placed by the player. without any indirect "zoning" or construction of roads and utilities. Distance between buildings is determined by both horizontal space and the layers they each occupy.KEY FEATURES ●Drag-and-Drop Construction Placing buildings on the skyline is simple enough for a young child to grasp. ●Zoning Balance Just as in SimCity. . the player must delicately balance Industrial. Double tapping will cycle the building backward through the layers of the skyline so it can be positioned right in front or obscured in the background. and Residential growth. Double tapping an already constructed building brings up a menu that allows it to be marked for demolition or conversion into another type. which can be moved horizontally or stretched vertically with simple touch and drag controls. Rather than zoning and letting buildings construct themselves. Commercial. Commercial buildings generate the most tax income when concentrated together (the downtown core). The entire city is built this way. Tap the building browser button then scroll through it until the desirable building is found. The player is rewarded for proper and efficient building placement with money from tax income that can be used to purchase additional buildings. and therefore its "happiness". Once the desired height and position has been set it is marked for construction by tapping a "build" button. is determined by the percentage of floors that the player can see. Residential apartment buildings and condos require unobstructed views and proximity to the foreground water or park for the greatest happiness. A residential building's view of the foreground. Industrial buildings are required to be placed on the two closest foreground layers and have a negative impact on residential growth/happiness. Cranes will then appear and spend approximately a minute real-time building it. or in other words are not hidden behind other buildings.

little pollution from industrial smokestacks. and a high resident happiness rating will draw tourists.●Landmark Buildings Meeting certain goals such as a high resident happiness. Twitter. aurora borealis. tall buildings. This lets players get a sense of just how much their city has evolved (or deteriorated). The video can then be easily uploaded to Youtube and shared through email. In normal play. Viewing a skyline at night will be completely different than during the day as buildings will be defined by window lights. Snow. achieving a certain density of construction. ●Tourism A city with a nicely balanced skyline with modern. blinking radio tower beacons. and so on. . fog. landmark buildings. etc. ●Time-Lapse Players can choose to view a time-lapse animation of their city from its beginning whenever they please. opera houses/theatres. Seasons will fly by. Weather. rooftop spotlights. or gentrifying an industrial waterfront will reward the player by unlocking unique landmark buildings. This is compressed to one second for the time-lapse. unique skyscrapers. or Facebook from within the game. and stadiums. lightning storms. one year of game time is equivalent to one minute of real-time. There will also be a day/night toggle that the player can switch between at will. These can be constructed for a huge bonus to tourism revenue if placed in an unobstructed position or made to dominate the skyline (ie. Day/Night Different weather effects will occur from time to time. Landmark buildings include but are not limited to: museums. buildings constructed and torn down in seconds. ●Seasons. Players will be able to set a music track from their personal libraries to be played during the time-lapse video. These will add visual flair to the skyline and have no effect on the city stats or growth. no adjacent buildings of a similarly impressive height). High tourism will bring in additional money at the end of each game year and unlock new building types such as hotels and conference centres. etc.

Players can recover from urban decay by condemning poorly placed buildings and trying a new layout. There would be no in-game reward. If the player goes bankrupt the city is granted a stimulus package of extra cash which can be used to rebuild. A high population milestone will unlock bigger and better apartment buildings. Even that is not necessary. high tourism leads to hotels and airports. such as creating a beautiful residential waterfront.●Urban Decay Players will be penalized with urban decay for failing to properly balance the various building types (for example. and high commerce allows factories to be gentrified and converted to high-priced lofts and condos. office space will be vacant. as a player may decide to try and build a thriving city and see what it would look like if it collapsed into urban decay. Residents will leave for the suburbs. or accurately replicating a famous city's skyline. the game is over. Urban decay will be visually depicted with elements like broken and boarded up windows in warehouses and large "for lease" signs on buildings. placing apartments too close to the pollution and noise of industry). Mid-Term: There are optional goals that lead to new buildings being unlocked. and industry will stagnate—all of which means less tax money to spend on new buildings. Players may also impose their own goals on a game session. ●Goals Long-Term: The only explicit goal is to make a city that can thrive for the full two centuries. . There is no single way to "win". just player satisfaction (amplified through the ability to share images or time-lapse videos of the city that has been created through social networks). If the city goes bankrupt due to urban decay twice in the span of 50 game years.

and release in any direction) • Place building by dragging its image from the Building Browser menu to the game view. hold. drag.CONTROLS Tap • Open/Select interface elements such as buttons. • Adjust building outline height by grabbing "handle" on roof and pulling up to increase number of floors. Double Tap (two taps in quick succession) • On planned building: Cycle outline through layers • On built building: Bring up Action Menu Swipe (a quick horizontal drag across the screen with one finger) • Scroll view left or right Two-finger Swipe (a swipe with index and middle fingers) • Change camera facing direction (North. West) . South. East. Drag (touch.

There would be a parallax effect between the foreground. Each city has 4 different camera positions corresponding with directions on the compass.CAMERA The camera is a fixed height side view. VISUAL STYLE Skyline is 2D and uses an illustration style that seems like it might belong in a magazine or on a postcard. buildings. These can be switched between at any time using a two-finger swipe to get a new angle on the city. though a building visible from one view will not necessarily be visible from other angles. but nonetheless manage to "pop" from the background through their strong shapes and colours. Each city therefore has 4 skylines. Reference image showing camera angle and visual style . The player can track (scroll) the camera left and right a limited distance by swiping on the screen. and sky background. The buildings have no illusion of depth. The foreground elements at the bottom of the screen are slightly more detailed than the buildings and will animate to change with the seasons and weather.

mountain. management has 2. etc) have run-down play 3. Very similar place buildings buildings feature 2. Different classes of been cut to focus on transport buildings (ie.) skyline fresh city such as a beach 2. canal. docks. not individuals . directly 1. Technology tree unlocked by meeting by meeting goals is 3. Wide variety of 3. Wide variety of 2. "Social energies" buildings and other 3. The need for Extension foreground elements constant building Modules—Themed (ie. their city as they wish river. Very similar (iPad) buildings with huge buildings feature bonus 2. beach. No zoning. high core experience management options class condo and low. A large selection of 1. Gameplay 1. The look of the city change look of city indicators of urban is determined by decay placement and management of buildings Cities XL 1. Social classes are 3. 10 different 2. elite) buildings. etc) SimCity Societies 1. 3.COMPETITIVE ANALYSIS Competitor Title Features Skyline Features Response Civilization Revolution 1. No transport 2. projects) the variety of executives. etc. No restrictions on affect weather style of building allow patterns and players to personalize foreground (ie. Unlocking buildings 2. "Landmark" 1. New buildings are 2. Resident social class residential represented through classes (workers. Failing cities will through self-directed small town. waiting X turns from 3. City templates that 3. island. haunted. renewal keeps the areas that extend the park. Many different certain goals or at more rewarding than civilizations to choose specific years. Detailed traffic or ski resort management at all. 3. "Wonders" special 1. Directly place 1. Themes are "societies" or themes building types imposed by the player (Cyberpunk.

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