Concept design
How Airtime looks, in the frozen city (setting.md). The central idea: **slick surfaces are something you skate on.**
Blades on ice#
In the physics, a slick surface has no friction (ice). In the world, the runner wears blade boots: running shoes with retractable blades.
- On normal ground the blades are folded in: you run, with footsteps.
- Touch a slick surface and the blades snap out (a metallic click). The runner's legs switch from a running stride to skating strokes, the sound becomes the carve of steel on ice, and fine ice spray kicks up in turns.
- Leave the ice, and they snap back.
Visual only: the physics stays exactly UrT's slick. The skating animation follows the movement, never the other way around. Holding sprint on ice (acceleration 4.05) shows strong pushing strokes; gliding (no keys) shows a still, low skating pose; air-strafing on ice shows the edge carving.
Variants by place#
| Place | Slick surface looks like | Gear |
|---|---|---|
| Frozen city (default) | ice: clear, white, cracked, frosted | ice blades |
| Heated core, indoors | polished steel, wet glass, oiled floors | inline wheels that pop out instead of blades |
| Old Olympic park | real rinks and luge tracks | ice blades, rink markings |
| Glacier edge | blue glacier ice, wind-polished | ice blades, crampon spikes on normal ground |
| Abstract maps | glowing glass | the player's choice of skin |
Ice skates on ice, roller wheels on polished metal: the player sees what they're on and how it feels.
Reading the surface (most important)#
Players must see at a glance where they can stand and where they will slide. Beauty must never hide that.
- Ice always reads as ice: gloss, a faint blue tint, frost at the edges, reflections of the sky and lights, scratches from earlier skaters.
- Normal ground reads as rough: concrete, rubber, grit, snow (snow is grippy, not slick).
- Walls you can walljump look rough. Icy walls look glazed (no walljump).
- Readability mode (like Mirror's Edge's runner vision) tints slick surfaces, for learning and accessibility. The map editor's slick view shows the same.
The runner (first person)#
- Your body: arms, legs, blade boots visible when you look down. Gloves with frost on the knuckles. A scarf that flutters with speed.
- On ice: the camera sits a bit lower and leans gently into turns (visual only, the view never lies about where you aim). The blades are visible at the bottom edge when you crouch.
- In the air: arms out for balance. A walljump shows a hand slapping the wall, a ledge grab shows both hands catching.
- Landing: a roll on hard landings, a crouch on drop-ins, the blades biting into the ice with a spray.
- Speed: wind in the sound, frost particles streaming past, the scarf, a slight FOV widening. Each one adjustable.
The Wardens (pursuers, story mode)#
- Armoured skaters in the authority's colours: dark navy and white with orange warning lights (so you see them against ice and snow).
- Powered skates: heavier blades than yours, with a motor whine. Sparks on concrete.
- Helmets with a single light strip (no faces), radio chatter in short phrases.
- Weapons: compact rifles with a visible laser sight (it tells you you're targeted). The same rifle is the one you pick up in the late chapters.
- Drones: a spotlight cone in the dark, a red marker on you when spotted.
- Silhouette rule: you must recognise a Warden from the shape alone at 100 metres.
Effects#
| Effect | When |
|---|---|
| Ice spray | turning on ice, landing on ice, braking (power slide) |
| Carve marks | blades leave thin scratches on ice that fade slowly (they can show the path line too) |
| Frost breath | standing still, after a hard run |
| Snow puffs | landing on snow-covered normal ground |
| Steam | heater vents in the heated core, thawing edges |
| Sparks | Warden skates on concrete, shots hitting metal |
| Cracks | thin ice that cracks when you land (visual; in some story maps it collapses on a timer) |
Sound#
- Footsteps on concrete, snow and metal: every surface has its sound.
- The click of blades deploying, the carve (pitch and volume with speed), the scrape when braking, the thud and hiss of a drop-in landing.
- Wind rising with speed. The city's hum in the distance. Radio voices.
- Wardens: motor whine, radio chatter, the laser sight's warning tone.
Colour#
- Base: ice white, shadow blue, night navy.
- Warm accents: sodium orange lamps, heater glow, the low sun.
- Signals: crew graffiti in warm colours (red, yellow), the authority in cold white and navy with orange warning lights.
- UI: the accent blue (
#6ec6ff) of the ice.
Concept art briefs#
Key scenes of the game. Each one answers: can you see what's slick, where the line goes, and how it feels?
- First ice. First-person view looking down: running shoes, blades snapping out as the foot touches a frozen canal. The canal stretches ahead between old brick buildings, low orange sun, blue shadows, breath in the air.
- The reservoir. A huge frozen reservoir bowl seen from the dam rim. Tiny figures of other runners (ghost traces, translucent with coloured trails) carving arcs inside. The city skyline frozen behind.
- The chase. A frozen highway at dusk. You (first person, arms forward) skating fast down the central lane. Two Wardens behind on powered skates, laser sights sweeping, a drone's spotlight from above. Sparks where a shot hits the guard rail.
- Stormwater tunnel. A dark round tunnel, ice on the floor and up the walls (a half pipe), lit only by your head lamp and a far-off drone light. Carve marks of earlier runners glow faintly.
- The heated core. Glass towers steaming in the cold. Polished steel plazas (slick, with wheels instead of blades). Authority posters. A runner tag with a time painted over one.
- The builder's yard. Scavenged ramps, rails and ice sheets bolted onto an old parking structure. A half-built line. A ghost runner testing it.
- Whiteout. The glacier edge in a storm. Blue ice cliffs, snow blowing sideways, the Warden captain's light strip in the white.
- Tags. A wall at the start of a famous line, covered in painted records: names, times, crew symbols. The current record freshly painted, still dripping.
Style#
Stylised realism: real materials (ice, steel, concrete, snow), simple strong shapes, a strong colour palette. Skins: blades are the default; wheels, magnetic boots and others are cosmetic skins for the same slick physics.