SKYLINE WORLD ORDER
skyline is a team of artists from cupertino
most recently, making films as RAINBOW PARC*
skyline is a contemporary art project exploring technology, myth, & the modern brand. consumer electronics is ripe for a new approach. small-batch manufacturing & modular electronics are enabling companies to serve a new generation of consumers, shifting from loose monolithic allegiances to niche, expressive brand-alignment.
brand is the new moat
the next wave of consumer technology will differentiate itself in the media arena. as formulaic attention-pleas grow increasingly stale to a media-fluent audience, brands must embed a meaningful narrative & aesthetic sensibility into its foundation. the physical object is primed for the modern media landscape. consumer electronics must take from fashion: not just a solution to a pain-point, but an opportunity to inhabit a vision of a world - and participate through the objects that define it.
bridging myth & material
skyline is approaching brand from the foundation of myth. each product serves as the center of a narrative cycle. like an ever-evolving sci-fi epic fragmented across the canvas of social media, characters, settings, narrative arcs, & products interweave on the timeline. each cycle brings a new story & new aesthetics. the narrative expands like an anthology as products grow in scope & complexity.
what if star wars was crafted to sell the lightsaber?
the skyline approach offers built-in demand testing through the interplay of media & manufacturing. instead of investing into an untested product, a cycle begins with media & prototyping. as demand is proven, resources are allocated accordingly. with narrative as the entry-point, even products that don't reach mass evolve the narrative and subsequently, the brand.
skyline begins with a simple tool - a hypothesis: can myth & material fuse to create a useful, expressive object of desire?
take a breath
SYNC
the overstimulation of modern life has destabilized the internal state of a generation. anxiety is a daily trial, but existing solutions turn people to their screens - the source of this anxiety. SYNC is a stone-sized screenless orb that uses haptics, light & subtle expansion to align a users breath to the rhythm of the cosmos. our inverted take on the vape, it's a simple daily device that lives on a carabiner and seamlessly detaches for moments that call for presence.
organic electronics
the device takes its form from geodes & water stones: an organic, amorphous contour cast in flesh-like translucent silicone and shaped for the human hand. its function is as simple. a touch sensor serves as the lone control: tap gestures turn SYNC on & off, change modes, and initiate breath. a haptic motor emits metronomic pulses that vary in texture to distinguish inhale / exhale, as an actuator creates a slow physical swell - a tactile counter-rhythm that syncopates to the pulse. LEDs emanate through an internal diffuser to create a celestial breathing glow through the enclosure. an onboard system stores different breathing sequences: [focus], [calm], and [sleep], each with a tailored configuration of haptics, contraction, and light behavior.
focus / calm / sleep
SYNC is fundamentally about tactility - feeling an experience, undisturbed by the overhead of modern tools. there are no apps to connect, data to be tracked, or account to be made - just breathe. skyline bets on both SYNC and its story: an expressive object representative of a brand's vision - an artifact from a world where the mental fog was so thick, that the average person carried a living breathing orb that returned you to yourself.
the SYNC myth begins in modern times, among the high-rises & city streets of a generation lost in a digital haze. SOREN, the protagonist of cycle 01, is nineteen and living in a dream. he spends his days floating through empty relationships and endless scrolls. but when he glimpses a mysterious girl at a neon-drenched party, he cannot look away - and the small glowing orb she holds may be the only real thing left. beneath the paranoia & noise - between the digital realm and sterile corners of the modern metropolis - the SYNC story follows a young man who remembers something greater: a oneness with the universe - long dormant, but never forgotten.
the first skyline myth blends high-production cinema, lo-fi digital imagery, and film photography, fragmented across the short-form landscape. the cycle seamlessly integrates narrative & product into a new, modern media experience. skyline's story lives where its audience does - on the timeline - while the physical object at its core exists in the real world, waiting...
the future of skyline
the SYNC cycle aims to establish the genesis of an enduring brand - a system where increasingly complex products & media can grow in tandem.
stanley kubrick envisioned facetime in 1968. it took 45 years to catch up. as modern technology closes the gap and media becomes the increasingly elusive differentiator, can artists and technologists work together to create the future today? skyline is about the future. the central problem of our time is the absence of a clear and promising vision for the future. we believe this is not remedied by technology alone, but through the fusion of technology and narrative. the next generation needs more than just products - it needs a vision of a world worth looking forward to.
SKYLINE WORLD ORDER
skyline is a team of artists from cupertino
most recently, making films as RAINBOW PARC*
skyline is a contemporary art project exploring technology, myth, & the modern brand. consumer electronics is ripe for a new approach. small-batch manufacturing & modular electronics are enabling companies to serve a new generation of consumers, shifting from loose monolithic allegiances to niche, expressive brand-alignment.
brand is the new moat
the next wave of consumer technology will differentiate itself in the media arena. as formulaic attention-pleas grow increasingly stale to a media-fluent audience, brands must embed a meaningful narrative & aesthetic sensibility into its foundation. the physical object is primed for the modern media landscape. consumer electronics must take from fashion: not just a solution to a pain-point, but an opportunity to inhabit a vision of a world - and participate through the objects that define it.
bridging myth & material
skyline is approaching brand from the foundation of myth. each product serves as the center of a narrative cycle. like an ever-evolving sci-fi epic fragmented across the canvas of social media, characters, settings, narrative arcs, & products interweave on the timeline. each cycle brings a new story & new aesthetics. the narrative expands like an anthology as products grow in scope & complexity.
what if star wars was crafted to sell the lightsaber?
the skyline approach offers built-in demand testing through the interplay of media & manufacturing. instead of investing into an untested product, a cycle begins with media & prototyping. as demand is proven, resources are allocated accordingly. with narrative as the entry-point, even products that don't reach mass evolve the narrative and subsequently, the brand.
skyline begins with a simple tool - a hypothesis: can myth & material fuse to create a useful, expressive object of desire?
take a breath
SYNC
the overstimulation of modern life has destabilized the internal state of a generation. anxiety is a daily trial, but existing solutions turn people to their screens - the source of this anxiety. SYNC is a stone-sized screenless orb that uses haptics, light & subtle expansion to align a users breath to the rhythm of the cosmos. our inverted take on the vape, it's a simple daily device that lives on a carabiner and seamlessly detaches for moments that call for presence.
organic electronics
the device takes its form from geodes & water stones: an organic, amorphous contour cast in flesh-like translucent silicone and shaped for the human hand. its function is as simple. a touch sensor serves as the lone control: tap gestures turn SYNC on & off, change modes, and initiate breath. a haptic motor emits metronomic pulses that vary in texture to distinguish inhale / exhale, as an actuator creates a slow physical swell - a tactile counter-rhythm that syncopates to the pulse. LEDs emanate through an internal diffuser to create a celestial breathing glow through the enclosure. an onboard system stores different breathing sequences: [focus], [calm], and [sleep], each with a tailored configuration of haptics, contraction, and light behavior.
focus / calm / sleep
SYNC is fundamentally about tactility - feeling an experience, undisturbed by the overhead of modern tools. there are no apps to connect, data to be tracked, or account to be made - just breathe. skyline bets on both SYNC and its story: an expressive object representative of a brand's vision - an artifact from a world where the mental fog was so thick, that the average person carried a living breathing orb that returned you to yourself.
the SYNC myth begins in modern times, among the high-rises & city streets of a generation lost in a digital haze. SOREN, the protagonist of cycle 01, is nineteen and living in a dream. he spends his days floating through empty relationships and endless scrolls. but when he glimpses a mysterious girl at a neon-drenched party, he cannot look away - and the small glowing orb she holds may be the only real thing left. beneath the paranoia & noise - between the digital realm and sterile corners of the modern metropolis - the SYNC story follows a young man who remembers something greater: a oneness with the universe - long dormant, but never forgotten.
the first skyline myth blends high-production cinema, lo-fi digital imagery, and film photography, fragmented across the short-form landscape. the cycle seamlessly integrates narrative & product into a new, modern media experience. skyline's story lives where its audience does - on the timeline - while the physical object at its core exists in the real world, waiting...
the future of skyline
the SYNC cycle aims to establish the genesis of an enduring brand - a system where increasingly complex products & media can grow in tandem.
stanley kubrick envisioned facetime in 1968. it took 45 years to catch up. as modern technology closes the gap and media becomes the increasingly elusive differentiator, can artists and technologists work together to create the future today? skyline is about the future. the central problem of our time is the absence of a clear and promising vision for the future. we believe this is not remedied by technology alone, but through the fusion of technology and narrative. the next generation needs more than just products - it needs a vision of a world worth looking forward to.