# Isometric Infographic — Style Prompt > A system diagram comes alive: an isometric diorama of flat three-tone blocks, thin ink labels and Isotype numbers, where things open up to show their insides and the numbers are drawn, not stated. > References (grammar only): *Monument Valley* (true-isometric architecture, flat colour blocks, three fixed tones per face, a camera that pans and zooms but never breaks the projection); *SimCity 2000*-style cutaway dioramas (a floating board with soil strata, the whole system visible at once); Kurzgesagt (a question, a steady push forward, one clear visual metaphor per step, a change of scale when a number is too big to feel); Isotype, Otto Neurath / Gerd Arntz (repeated identical icons stand for quantity); *Powers of Ten* (a continuous dive through nested scales). Use none of their characters, buildings, icons, palettes or music. ## 1. Essence, and what it is not - **Flat, true isometric.** No perspective, no outlines on solids; shapes are separated only by the three tones of each face. The projection never rotates or tilts. - **Infographic furniture is part of the picture**: leader lines, label pins, dashed cut lines, hatched section faces, tracking rings, a legend, a route line all live in the world. - **Numbers are built from icons** (Isotype), and they add up. - **A diorama**: the system sits on a floating board or plinth with a visible cross-section at its edges, on a pale ground. Not low-poly 3D (no perspective, no lighting beyond three face tones), not a flat 2D explainer (everything has isometric depth), not a blueprint (colour blocks, not line drawings on blue). ## 2. Materials & rendering - **Projection**: axes at 30°. `sx = (x − y)·cos30°·k`, `sy = ((x + y)·½ − z)·k`; x runs down-right, y down-left, z up; painter depth = x + y + z. Everything is queued and depth-sorted, then flushed. - **Three tones per face** chosen from its normal: top light, left (+y) mid, right (+x) dark. Derive tones from one base colour: mix toward warm white ~20 % for the top and toward a cool dark (e.g. `#231A2C`) ~22 % for the dark side, so shadows are slightly cool. - **Ink lines** (2 px) only for infographic elements: leaders, pins, cut lines, rings, routes, labels. - **The board**: floats on a pale background with a faint isometric dot lattice and a soft blurred shadow; its front faces show strata (soil, water column, floors, pipes) where the section meets the edge. - **Composites** (a terraced hill with shrubs, a crane over a ship) are drawn as one ordered item or given a depth bias; generic painter sorting fails on them. - **People**: minimal billboards (round head, tapered two-tone body, a thick arm stroke, a hat or hair shape for identity, no faces), stepping at 12 fps. - **Close-ups** of hands or objects: flat faceted shapes in three tones, same logic as the blocks. - **Level of detail by zoom**: skip small world detail at high zoom, fade tall objects in by zoom so a pull-out never sweeps a giant shape through the frame. ## 3. Colour logic - **A pale neutral ground** (cream, paper grey or pale blue) and **5–7 flat hues**, each with its three tones; one ink colour. - **Colour codes meaning**, the way a legend does: one hue per material or role (water is always the same blue, the subject always its hue). Never reuse a hue for two meanings. - **The subject's hue is reserved**: when the story needs "this one", everything else desaturates toward warm grey and only the subject keeps its colour (focus + context). - Stations that must be found in a wide shot get a pale plate with a dashed ink outline plus one accent hue. - Examples: a coffee supply chain — coffee red, leaf green, sea blue, soil, mustard on cream; a hospital — teal, coral, lavender, steel grey on pale grey; a data centre — electric blue, amber, graphite, mint on off-white. ## 4. Type & subtitles - One geometric sans (e.g. Jost): titles 600 all caps with ~0.12 em tracking, numbers 400 large (~44 px), units at half size. All text has a ~7 px halo in the ground colour so it reads over any block. - **Label pins**: dot (ink ring, pale fill) → vertical leader → horizontal rule → text. Pins point up or down, left or right, chosen per station so labels never cover the subject. - **Titles** can be isometric type on a world plane, extruded as blocks. - **The subtitle is a map label**: a pale card with a small radius and an ink border, a tiny iso cube as legend chip, sans ~42 px, bottom-centre; border draws first, text wipes in. Keep the bottom ~170 px clear for it. Hold ≥ max(1.8 s, speech + 0.6 s); lines never overlap titles or other lines. - **An end frame can be the legend**: title, totals, the Isotype key, credits, "NOT TO SCALE". ## 5. Motion quality - **Nothing moves without a line leading it**: a route line is drawn slightly ahead, a leader grows before an inset opens, a cut line draws before a skin slides away. - **Cutaway**: cut line (~0.3 s) → the near skin slides out along its normal and fades (~0.35 s, ease-out) → hatched section rims fade in over the last part. - **Isotype fill**: icons pop with a back-ease (overshoot), one per subdivision of the beat; count-up numbers run over the same span. - **Accumulation = acceleration**: arrivals on quarter notes, then eighths, then waves; the eye feels the system taking over. Solids arrive by motion, never by alpha (semi-transparent blocks look like ghosts). - **Objects perform**: squash on landing (~18 %) and small bounces; colour changes that show a process (raw → cooked, empty → full). - **Vehicles** follow polylines with ease-in-out and face their tangent. ## 6. Camera grammar A vocabulary, not a route. The camera is a world centre plus a **log-interpolated zoom** k (px per unit); the projection never changes. Opening and ending come from the topic. | Move | What it expresses | Can serve | |---|---|---| | Follow along a route | process; cause → effect | a supply chain; a journey; a signal | | Hold wide + circular inset | the system and the individual together | one worker in a factory; one cell in an organ | | Push through nested cutaways | a fall into scale; finding one thing among millions | a needle in a haystack; inside a machine | | Fast log pull-out | release; the big picture after a detail | scale reveal; a statistic made physical | | Locked frame while things accumulate | a system filling up; overload | a queue; traffic; data growing | | Lateral follow over emptiness | a breath; distance | an ocean; a wait; a quiet phase | | Top-to-bottom tilt through strata | layers; depth; history | geology; a city's underground; a software stack | | Switch boards (a second diorama) | before/after; here vs there | two cities; two eras; two designs | Framing: the subject ≥ 1/3 of frame height at key moments; labels never cover it; the subtitle zone stays clear. One continuous take is one option; a cut to a new board or an inset is another. ## 7. Sound palette - **Music**: acoustic and light: kalimba, marimba, nylon guitar, pizzicato, woodblock and hand percussion (shaker, bongo, cajon), upright or synth bass, glockenspiel, toy piano, or a clean electronic pulse for technical systems. A short motif can mark the subject each time it appears. - **Techniques (options)**: one sound per icon as numbers fill; instruments dropping out and a low-pass closing as the camera dives; J-cuts (the next station's sound 0.5 s before it appears); one note per station during a final pull-back. - **Ambience beds per station**, crossfaded (wind and birds, harbour, sea, city hum, machine room, crowd murmur). - **Foley by material**: fibre snap, fleshy thud, grains pouring, granular rattles, inharmonic steel partials for containers, paper tear, ceramic plink, liquid pour with rising pitch, servo whine, keyboard clicks. - **Silence**: digital zero or one faint sound; the first sound after it should be one of the most important in the film. - **Mix**: music ducked ~8 dB under voice, ambience ~7 dB; keep high-band beds (2.5–7 kHz) very low under speech or whisper mishears words. Final −14 LUFS. - **Voice**: clear, friendly explainer; short lines. ## 8. Native moves A menu: use the ones your story needs. - **Cutaway.** Cut line, skin slides away, hatched rims remain. *Fits content like:* a heart's chambers; a server rack; a beehive. - **Isotype number.** Identical icons in a new arrangement each time (a calendar, a bar, a silhouette formed by the icons themselves). *Fits content like:* votes in an election; litres of water per product; users of an app. - **Focus + context.** Everything greys except the subject. *Fits content like:* one patient in a hospital; one packet in a network; one tree in a forest. - **Frame within the frame.** A leader grows into a circular inset with a close-up. *Fits content like:* a chip on a circuit board; a worker's hands; a crack in a bridge. - **Scale reveal.** Pull back until every label is on screen and the last frame is a finished infographic. *Fits content like:* how a city is powered; a school's day; a festival site. - **Tracked subject.** One object followed with a "you are here" ring. *Fits content like:* a letter through the post; a drop through a water plant; a vaccine dose. - **Strata cross-section.** The board's edge becomes the story (layers added or removed). *Fits content like:* a mine; an archaeological dig; a building's floors. ## 9. Pitfalls of the medium - Newell normals depend on vertex order: faces get culled as back faces → give every face an outward hint and flip the normal to match before culling. - Painter sorting breaks on composites → draw them as one ordered item; add depth bias for overhangs. - Semi-transparent moving solids look like ghosts → motion only, no alpha. - A hull or wheel touching the wrong surface reads as an accident → leave visible clearance. - World geometry behind a close-up becomes giant discs → skip detail above a zoom threshold, paint a flat backdrop behind hero layers. - A pull-out through a tall object gives one ugly frame → fade tall objects in by zoom. - Hidden jumps (a time or place change during a dive) must be drawn in screen space anchored on the tracked subject, so the frame doesn't reveal the jump. - An object drawn with the wrong silhouette reads as something else (a white box with a red roof is a house) → give machines their tell-tale parts. ## 10. Engine `demo/engine.js` is dependency-free Canvas 2D: `Iso` (projection, camera, depth-sorted queue: `box`, `prism`, `cyl`, `cone`, `roof`, `sphere`, `flat`, `line3`, `bill`, `text3`, `push/pop` local frames, `desat` + `keep` one-colour hook), `tri()` three-tone generator, `pin`, `inset`, `cutLine`, `hatch`, `ring`, `ICON.*` + `iconGrid`, `person`, and `shape()` which turns any 2D outline into a shaded isometric solid. API table and a minimal example (a shape the demo never uses): [DEMO.md](DEMO.md) "Engine reference". ## 11. Variation space You decide the system, the board (or several), whether there is a tracked subject, the numbers, the camera path, the opening and the ending. All far from our demo: - Structures: **one building, floor by floor** (a tilt down through a cutaway tower, each floor a step); **two boards compared** (the same system in two places or eras, alternating, then side by side); **a cycle** (a loop route that returns to its start with one number changed each lap). - Openings: **the finished infographic**, which then comes apart into its moving parts; **one icon** that multiplies until it becomes the landscape; **a question written as an isometric title** on an empty board. - Endings: **an unanswered station** (the route stops at an empty plate with a question mark); **the legend alone**, the board faded out; **a close-up of a single icon**, the whole number behind it out of focus. --- How our demo was made (story, shots, score, end card, build): [DEMO.md](DEMO.md). Read it after your treatment exists.