Concept Document: Skyline

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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

    gamesunobstructed 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.

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    KEY FEATURES

    Drag-and-Drop Construction

    Placing buildings on the skyline is simple enough for a young child to grasp.

    Tap the building browser button then scroll through it until the desirablebuilding is found. Drag it on to the city and a ghost outline will appear, which

    can be moved horizontally or stretched vertically with simple touch and drag

    controls. 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. Once the desired height and position has been set it is marked

    for construction by tapping a "build" button. Cranes will then appear and

    spend approximately a minute real-time building it. Double tapping an

    already constructed building brings up a menu that allows it to be marked

    for demolition or conversion into another type. The entire city is built thisway, without any indirect "zoning" or construction of roads and utilities.

    Zoning Balance

    Just as in SimCity, the player must delicately balance Industrial,

    Commercial, and Residential growth. Rather than zoning and letting

    buildings construct themselves, every single skyscraper is hand-picked and

    placed by the player. Industrial buildings are required to be placed on the

    two closest foreground layers and have a negative impact on residential

    growth/happiness. Residential apartment buildings and condos require

    unobstructed views and proximity to the foreground water or park for the

    greatest happiness, and are negatively affected by being too close to

    industrial buildings and too far away from commercial ones. Commercial

    buildings generate the most tax income when concentrated together (the

    downtown core). Distance between buildings is determined by both

    horizontal space and the layers they each occupy. A residential building's

    view of the foreground, and therefore its "happiness", is determined by the

    percentage of floors that the player can see, or in other words are not

    hidden behind other buildings. The player is rewarded for proper and

    efficient building placement with money from tax income that can be used to

    purchase additional buildings.

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    Landmark Buildings

    Meeting certain goals such as a high resident happiness, achieving a certain

    density of construction, or gentrifying an industrial waterfront will reward the

    player by unlocking unique landmark buildings. These can be constructed for

    a huge bonus to tourism revenue if placed in an unobstructed position ormade to dominate the skyline (ie. no adjacent buildings of a similarly

    impressive height). Landmark buildings include but are not limited to:

    museums, unique skyscrapers, opera houses/theatres, and stadiums.

    Tourism

    A city with a nicely balanced skyline with modern, tall buildings, little

    pollution from industrial smokestacks, landmark buildings, and a high

    resident happiness rating will draw tourists. High tourism will bring in

    additional money at the end of each game year and unlock new buildingtypes such as hotels and conference centres.

    Seasons, Weather, Day/Night

    Different weather effects will occur from time to time. Snow, lightning

    storms, fog, aurora borealis, etc. These will add visual flair to the skyline

    and have no effect on the city stats or growth. There will also be a day/night

    toggle that the player can switch between at will. Viewing a skyline at night

    will be completely different than during the day as buildings will be defined

    by window lights, rooftop spotlights, blinking radio tower beacons, etc.

    Time-Lapse

    Players can choose to view a time-lapse animation of their city from its

    beginning whenever they please. In normal play, one year of game time is

    equivalent to one minute of real-time. This is compressed to one second for

    the time-lapse. Seasons will fly by, buildings constructed and torn down in

    seconds, and so on. This lets players get a sense of just how much their city

    has evolved (or deteriorated). Players will be able to set a music track from

    their personal libraries to be played during the time-lapse video. The video

    can then be easily uploaded to Youtube and shared through email, Twitter,

    or Facebook from within the game.

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    Urban Decay

    Players will be penalized with urban decay for failing to properly balance the

    various building types (for example, placing apartments too close to the

    pollution and noise of industry). Residents will leave for the suburbs, office

    space will be vacant, and industry will stagnateall of which means less taxmoney to spend on new buildings. Urban decay will be visually depicted with

    elements like broken and boarded up windows in warehouses and large "for

    lease" signs on buildings. Players can recover from urban decay by

    condemning poorly placed buildings and trying a new layout. If the player

    goes bankrupt the city is granted a stimulus package of extra cash which can

    be used to rebuild. If the city goes bankrupt due to urban decay twice in the

    span of 50 game years, the game is over.

    GoalsLong-Term: The only explicit goal is to make a city that can thrive for the full

    two centuries. Even that is not necessary, 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. There is no single way to "win".

    Mid-Term: There are optional goals that lead to new buildings being

    unlocked. A high population milestone will unlock bigger and better

    apartment buildings, high tourism leads to hotels and airports, and high

    commerce allows factories to be gentrified and converted to high-priced lofts

    and condos. Players may also impose their own goals on a game session,

    such as creating a beautiful residential waterfront, or accurately replicating a

    famous city's skyline. There would be no in-game reward, just player

    satisfaction (amplified through the ability to share images or time-lapse

    videos of the city that has been created through social networks).

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    CONTROLS

    Tap

    Open/Select interface elements such as buttons.

    Drag (touch, hold, drag, and release in any direction)

    Place building by dragging its image from the Building Browser menuto the game view.

    Adjust building outline height by grabbing "handle" on roof and pullingup 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, South, East, West)

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    CAMERA

    The camera is a fixed height side view. The player can track (scroll) the

    camera left and right a limited distance by swiping on the screen. There

    would be a parallax effect between the foreground, buildings, and skybackground. Each city has 4 different camera positions corresponding with

    directions on the compass. These can be switched between at any time using

    a two-finger swipe to get a new angle on the city. Each city therefore has 4

    skylines, though a building visible from one view will not necessarily be

    visible from other angles.

    VISUAL STYLE

    Skyline is 2D and uses an illustration style that seems like it might belong ina magazine or on a postcard. The buildings have no illusion of depth, but

    nonetheless manage to "pop" from the background through their strong

    shapes and colours. 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.

    Reference image showing camera angle andvisual style

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    COMPETITIVE ANALYSIS

    Competitor Title Features Skyline Features Response

    Civilization Revolution

    (iPad)

    1. "Wonders" special

    buildings with huge

    bonus

    2. Technology tree

    3. Many different

    civilizations to choose

    from

    1. "Landmark"

    buildings

    2. New buildings are

    unlocked by meeting

    certain goals or at

    specific years.

    3. City templates that

    affect weather

    patterns and

    foreground (ie. island,

    river, mountain, etc)

    1. Very similar

    feature

    2. Unlocking buildings

    by meeting goals is

    more rewarding than

    waiting X turns

    3. No restrictions on

    style of building allow

    players to personalize

    their city as they wish

    SimCity Societies 1. No zoning, directly

    place buildings

    2. 10 different

    "societies" or themes

    (Cyberpunk, haunted,

    small town, etc)

    3. "Social energies"

    change look of city

    1. Directly place

    buildings

    2. Wide variety of

    building types

    3. Failing cities will

    have run-down

    buildings and other

    indicators of urban

    decay

    1. Very similar

    feature

    2. Themes are

    imposed by the player

    through self-directed

    play

    3. The look of the city

    is determined by

    placement and

    management of

    buildings

    Cities XL 1. Gameplay

    Extension

    ModulesThemed

    areas that extend the

    city such as a beach

    or ski resort

    2. Wide variety of

    transport

    management options

    3. Resident social

    classes (workers,

    executives, elite)

    1. A large selection of

    foreground elements

    (ie. docks, beach,

    park, canal, etc.)

    2. No transport

    management at all.

    3. Different classes of

    buildings (ie. high

    class condo and low-

    class residential

    projects)

    1. The need for

    constant building

    renewal keeps the

    skyline fresh

    2. Detailed traffic

    management has

    been cut to focus on

    core experience

    3. Social classes are

    represented through

    the variety of

    buildings, not

    individuals

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    CONTACT

    Michel McBride-Charpentier

    [email protected](604)836-0397

    Portfolio: http://www.bigapple3am.com