I think it is doable in C2 (even though you will not be able to see a transition between views), you'll have to think you game in 3D, but to apply it in 2D, the inused dimension can be simulated using a scaling on the sprites, I suggest you don't use directly the X and Y position of the elements, but you use variables like Real_X; Real_Y; Real_Z, then having a rendering method on screen.
Exemple:
Group 3D logic
Ship_1, every tick, set Real_X to Real_X + 1*60*dt //this is a movement; *60*dt is for frame rate independancy, if you prefer the game to slow down like classic space games, you can remove it
Group 2D application, viewport 1:
Ship_1, every tick, set X to Real_X, set Y to Real_Y, set scale to ((Real_Z+something)*something)
Group 2D application, viewport 2:
Ship_1, every tick, set X to Real_X, set Z to Real_Z, set scale to ((Real_Y+something)*something)
Not sure I am perfectly clear
EDIT: so between C2 or unity, depends, if you are used to C2, I think it will be a good option, for unity though, depends on what you really want (I don't know any unity export, except the browser one, which uses a plugin)