Wii

Wii.com

Nintendo of America, 2006. The website for a console that wanted everyone to play, and the brand world its design implied.

2006
Launch season, Nintendo of America
NOA
Online Publications team
5 → 19
Five pages, nineteen brand surfaces
Result

A new way to play, explained to people who had never held a controller. Wii.com had to sell motion control to families, grandparents and lapsed players in the months around the console’s November 2006 launch. I was an online technical designer and Flash developer on Nintendo of America’s Online Publications team, working on pages like these: the home page, Iwata Asks, the Wii Mall Tour, game pages and the software library. What it taught me: when your audience has never held the product, invite them to try it before you explain it.

A console for everyone needs a website anyone can read.

The Wii was a bet that games could reach people who didn’t play them. The site had to carry that: glossy white, sky-blue rules and generous space, with a Try Wii invitation front and centre and the games grouped so a parent could find Wii Sports as easily as a fan could find Metroid Prime 3. Around it sat the launch programme: Iwata Asks, where Nintendo’s president interviewed his own developers; a mall tour that put Wii Sports in front of shoppers across the country; and a software library that grew every week.

White and sky blue

The hardware’s gloss carried into the page: white panels, cyan rules and tabs, grey type with an orange call to action.

Try Wii first

The home page led with a Remote in hand and an invitation to try it, not with specs.

Iwata Asks

Long-form interviews with the people who made the console, set for reading, volume by volume.

Games for everyone

A software library that put Wii Sports, Zelda and Excite Truck side by side, sorted so anyone could browse it.

The Wii identity is Nintendo’s; what interested me was how much of it the website carried. I started from these pages and the wordmark, locked their DNA (glossy white and silver, Wii blue with a splash of orange, a rounded geometric face, bright family photography) and rendered the rest of the brand from it, from the logo system to a storefront.

  • Wii.com. Brand world: the Wii wordmark between a white Remote and console, blue spheres and a cyan swooshBrand world · rendered from the locked brand DNA
  • Wii.com. Logo variations sheet
  • Wii.com. Logo construction grid
  • Wii.com. Colour system
  • Wii.com. Typography specimen
  • Wii.com. Icon system
  • Wii.com. Business cards
  • Wii.com. Packaging
  • Wii.com. Merch collection
  • Wii.com. Stationery, with blue and orange splash graphics
  • Wii.com. Website hero, Play Together
  • Wii.com. Mobile app screens
  • Wii.com. App icon and variants
  • Wii.com. Social kit
  • Wii.com. Data visualisation
  • Wii.com. Brand guidelines sheet
  • Wii.com. Presentation template
  • Wii.com. Billboard
  • Wii.com. Storefront

The Wii name, logo and games belong to Nintendo. The pages above are the site I worked on; the brand world is a 2026 study made with my own tool from them, not work for Nintendo.

A new way to play, for everyone.

Wii, the launch promise

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.

Production

Micro-sites, games and page production for the launch-era site, with the Online Publications group.

Brand DNA

Extracted from the site and locked: palette with roles, display and body 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
  • Flash
  • Front-end production
  • Console launch
  • Brand DNA extraction
  • Brand systems

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

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