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

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

3. Colour logic

4. Type & subtitles

5. Motion quality

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

8. Native moves

A menu: use the ones your story needs.

9. Pitfalls of the medium

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 "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:


How our demo was made (story, shots, score, end card, build): DEMO.md. Read it after your treatment exists.