Game Boy Micro

Game Boy Micro

Nintendo of America, 2005. A product site for the smallest Game Boy, built around one idea: show how small it is, and the brand world that idea implied.

2005
Launch year, Nintendo of America
NOA
Online Publications team
4 → 19
Four screens, nineteen brand surfaces
Result

A product you had to see to believe, shown at actual size. The Game Boy Micro was a Game Boy Advance shrunk to four inches wide. I designed its product site, which went live for the launch, as an online technical designer on Nintendo of America’s Online Publications team: the device in brushed silver on a faint grid, skins you cycle with arrows, front and back, specifications, and a comparison panel that sets it beside a quarter and a fly. These screens were captured before launch, while it still said Coming Soon. In 2026 I extracted the site’s DNA and rendered the brand world it implied.

When the product is the smallest thing on the page, make size the story.

Photographs flatter a small device; they can’t tell you it fits in a coin pocket. So the page is a precise stage rather than a lifestyle shot: the Micro rendered large and clean at the centre, an instrument-panel frame of dotted crop marks around it, specifications on one side and a comparison on the other, where it sits next to a quarter or a housefly. A dotted scale along the bottom steps through the comparisons, and arrows cycle the faceplates, silver to graphite to a red floral skin, because the swappable face was the product’s personality.

Size as the story

A quarter, a fly and exact dimensions do what adjectives can’t: 4 inches wide, 2 tall, 2.8 ounces.

Skins you cycle

Arrows swap the faceplate in place, so the device’s expressive surface is the interaction.

Front and back

A toggle turns the Micro over to show the cartridge slot and the Nintendo mark on the brushed rear.

Blueprint clarity

Platinum and slate, an indigo wordmark, graph-paper grids and crop marks: catalogue-grade, nothing extra.

The Game Boy Micro identity is Nintendo’s. What interested me was how much brand the site implied, so I started from these screens and the wordmark: platinum and brushed silver, micro indigo and graphite with a signal-orange highlight, clean studio renders, grids and crop marks, and the scale comparison as a signature motif, extracted and locked as brand DNA. Then every surface was rendered from that source: palette, type, icons, logo system, cards, stationery, packaging, merch, social, data, a presentation, product UI, out of home, and the brand world itself. Tap any tile to open it.

  • Game Boy Micro. Brand world: the device on a brushed-metal plinth beside the GAME BOY micro wordmark, lit in indigoBrand world · rendered from the locked brand DNA
  • Game Boy Micro. Logo variations sheet
  • Game Boy Micro. Logo construction grid
  • Game Boy Micro. Colour system
  • Game Boy Micro. Typography specimen
  • Game Boy Micro. Icon system
  • Game Boy Micro. Business cards
  • Game Boy Micro. Packaging
  • Game Boy Micro. Merch collection
  • Game Boy Micro. Stationery
  • Game Boy Micro. Website hero, Pocket Size. Full Experience.
  • Game Boy Micro. Mobile app screens
  • Game Boy Micro. App icon and variants
  • Game Boy Micro. Social kit
  • Game Boy Micro. Data visualisation
  • Game Boy Micro. Brand guidelines sheet
  • Game Boy Micro. Presentation template
  • Game Boy Micro. Billboard, Big games. Smaller life.
  • Game Boy Micro. Storefront

The Game Boy Micro name, logo and product belong to Nintendo. The site above is my design work; the brand world is a 2026 study made with my own tool from them, not work for Nintendo.

Smaller is the statement.

Game Boy Micro, the brand DNA

Nintendo of America for the site. A 2026 study for the brand world.

Online Publications

Online technical designer and Flash developer at Nintendo of America, 2005 to 2007, on Nintendo.com, Wii.com and NintendoWifi.com.

Product-site design

The layout, the scale comparisons, the skin cycler and the front and back views, designed for the launch and taken live.

Brand DNA

Extracted from the site and locked: palette with roles, type, imagery rules, anti-defaults.

Nineteen surfaces

Palette, type, icons, logo system, cards, stationery, packaging, merch, social kit, data visualisation, a presentation, web, app and app icon, guidelines, billboard and storefront.

  • Web design
  • Interaction design
  • Flash
  • Product launch
  • Brand DNA extraction
  • Brand systems

The site lives in the archive with the rest of the Nintendo years.

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