Gaikai

Gaikai

Cloud gaming, 2011 to 2012. The operations tools behind a service that streamed console games to browsers and TVs, and the brand world rendered from it.

2011–12
Early employee, Senior Web Developer
Sony
Acquired by Sony in 2012
4 → 33
Four screens, thirty-three brand surfaces
Result

The console in the cloud needed a control room. Gaikai streamed high-end games to a web browser or a smart TV with nothing to download, which meant fleets of game servers in network operations centres around the world, all of them visible to the people keeping them running. I joined early, as a senior web developer, and was the lead designer and front-end engineer on the system that managed them: Shogun for stream statistics and host inventory, and Toukai for zones, clusters and server states. Sony acquired Gaikai in 2012. In 2026 I extracted the brand’s DNA and rendered the brand world it implied.

Millions of servers, one screen that tells you what’s wrong.

Cloud gaming lives or dies on latency and capacity, and both change by the minute. The tools had to make a global fleet legible at a glance: streams started and dropped, instances running, bandwidth, ping and loss, every host’s CPU, GPU, memory and services, and which zones and clusters were active, disabled or assignable. The answer was density with a hierarchy: big numbers first, charts under them, tables under those, and status in colour so a problem shows before you read a word.

Big numbers first

Current instances, visitors and stream outcomes lead each view; the detail waits underneath.

Every host, specified

Inventory down to a machine’s CPU, GPU, memory, disks and running services, on one page.

State in colour

Active, disabling, disabled, locked, assignable: each state has its colour and its ring, across zones and clusters.

Designed and built

Lead designer and front-end engineer, so the dashboards were drawn and shipped by the same hands.

The Gaikai identity isn’t mine; the tools I built lived inside it. To see the whole brand, I started from the dashboards, the TV demo and the four-tile mark: Gaikai blue on cloud white, ink and panel charcoal, a rounded geometric wordmark, cinematic game art floating over bright skies and server halls, extracted and locked as brand DNA. Then every surface was rendered from that source, thirty-three of them: the logo system, colour, type, icons, accessibility, voice, patterns, motion, photography and illustration, print, packaging, merch, co-branding, a trade-show booth, web, app, social, ads, data, editorial, a presentation, out of home, and the brand world itself. Tap any tile to open it.

  • Gaikai. Brand world: the Gaikai mark over a cloud of screens, servers and consolesBrand world · rendered from the locked brand DNA
  • Gaikai. Logo variations sheet
  • Gaikai. Logo construction grid
  • Gaikai. Colour system
  • Gaikai. Typography specimen
  • Gaikai. Icon set
  • Gaikai. Accessibility and contrast
  • Gaikai. Tone of voice: expressive, bold, friendly
  • Gaikai. Patterns and graphic devices
  • Gaikai. Motion principles
  • Gaikai. Photo treatment
  • Gaikai. Illustration style
  • Gaikai. Product photography
  • Gaikai. Lifestyle photography
  • Gaikai. Campaign key visual, Play Instantly Anywhere
  • Gaikai. Business cards
  • Gaikai. Stationery
  • Gaikai. Packaging
  • Gaikai. Packaging range
  • Gaikai. Merch collection
  • Gaikai. Co-branding lockups
  • Gaikai. Trade show booth
  • Gaikai. Website hero, Play Anywhere Instantly
  • Gaikai. Mobile app screens
  • Gaikai. App icon and variants
  • Gaikai. Social kit
  • Gaikai. Ad format sheet
  • Gaikai. Data visualisation
  • Gaikai. Editorial spread
  • Gaikai. Brand guidelines sheet
  • Gaikai. Presentation template
  • Gaikai. Billboard, Play Instantly Anywhere
  • Gaikai. Storefront

The Gaikai name and logo belong to Sony. The dashboards above are my design and front-end work; the brand world is a 2026 study made with my own tool, not work for Gaikai or Sony.

Your games. Our servers. Delivered everywhere.

Gaikai, the brand DNA

Gaikai for the tools. A 2026 study for the brand world.

Early employee

Senior web developer, January 2011 to September 2012, through the acquisition by Sony.

Design and front end

Lead designer and front-end engineer on the system managing game servers across operations centres worldwide.

Brand DNA

Extracted and locked: palette with roles, type, voice, imagery rules, anti-defaults.

Thirty-three surfaces

Identity, colour, type, icons, accessibility, voice, patterns, motion, photography, illustration, print, packaging, merch, events, digital, advertising, editorial, a presentation and out of home.

  • Dashboard design
  • Data visualisation
  • Front-end engineering
  • Cloud gaming
  • Brand DNA extraction
  • Brand systems

The tools live in the archive with the rest of the startup years.

Browse the archive →