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2026-07-09 · The Data Center Fan team

Rebuilding the isometric visuals, without hurting performance

How we gave the game a visual identity — tier buildings, drawn equipment, status lighting and placement/tier-up effects — while cutting animation cost, not adding it.

Scale expressed by the facility.

Regional and hyperscale scenes rendered from the tier-aware isometric system.

Regional facility art from Data Center Fan
Tier-specific structures, towers and rack density.
Hyperscale facility art from Data Center Fan
Night lighting, dense racks and hyperscale props.

The goal

Early on, every facility looked more or less the same: a room with recolored walls. A tier-7 hyperscale complex barely read differently from the tier-1 garage. We wanted the building itself to visibly grow with the player, and we wanted the equipment to look like machines rather than emoji stickers — without spending a single extra frame of performance.

Performance first

Before adding anything, we removed cost. Per-frame JavaScript timers were replaced with GPU-composited CSS animations, idle scenes were made to re-render zero times, and dozens of individual animation clocks were collapsed into a handful of shared keyframes. That freed up budget to spend on things players actually see.

Giving the facility an identity

  • Tier-banded buildings: a garage door at the start, glass-curtain offices in the middle, accent-lit walls, rooftop HVAC and cooling towers, and a satellite dish and beacon at the top.
  • Drawn equipment: power, cooling and network gear now use tile-scaled vector glyphs and silhouettes instead of fixed-size emoji.
  • Status you can read at a glance: sleeping servers show a soft "zZ", failing ones vent smoke, and an active incident makes the room lights flicker.
  • Day and night: higher tiers live at sunset and night, and windows glow after dark.

Juice, carefully

Placing an item now lands with a little drop-in bounce and a dust ring. Tiering up sends a shockwave across the scene. These moments are one-shot and transform/opacity only, so they feel good without touching the steady-state performance budget.