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- 260mm Length (w/ joycons)
- 120mm Height
- 24mm Depth
- ~ 1.2lbs (w/ joycons)
- 7.2" (183.5mm) diagonal screen length
- 1706*1280px flexible OLED screen**
- Updated Custom Nvidia Tegra Processor
- 64GB Internal Storage (Supports microSD expansion)
- 7000 mAh Battery
portable
mode
split screen
mode
tabletop
mode
Portable
mode
split - screen
mode
A continuous top-edge for better immersion, or for non-intrusive UI menu elements that keep out of the way.
Allows for more natural couch-multiplayer with 2 people, or more manageable 4-player multiplayer on a single system.
2 sets of stereo speakers between players, for
more individual audio.
Tabletop
mode
- 10.2" (260mm) diagonal screen-length
- 1706*1280px (4:3)
or 1706*960 ~ (cropped 16:9)
- Stereo 4-way Speakers
4:3 aspect ratio
Native 4:3 aspect ratio for
NES, SNES, N64, and GameCube titles
Orientation allows for charging whilst playing.
Dirt and ingress entering the system is a key point of issue with current flexible displays.
The screen itself connects to the console through only:
A) A ribbon cable fitted in the gap at the centre of the hinge.
B) 4 screws that attach spring-loaded rods on the system's 'wings' to the screen itself; these also provide some tension to the screen, pushing it outwards to remove creases when open, alongside being part of how the hinge functions.
As a result, the system's internals do not come into contact with the screen and are sealed.
This also makes it incredibly simple to detatch the screen in order to either clean or replace the screen should it be scratched/broken beyond salvaging.
Start
** This resolution is for the full, unfolded screen-size (4:3); the front facing portion of the screen is comparable to the (2017) Nintendo Switch, at 1280*720 px.
nintendo switch
folding screen
The Nintendo Switch FS is a passion-project that embraces everything I love about the way Nintendo designs hardware.
This was a 'prospective design', meaning this was a project that could use emerging technologies (in this case, flexible OLED displays), and treat them as if they were more commercially viable for a consumer product in the future (around the year 2025, for this product).
With this being Nintendo, I wanted the product to challenge what's achievable with portable gaming and take bit of a gamble with it's design, without disrupting what made the original formula so iconic.
unplugged.
This was a much bigger project than I've been used to, especially as a solo venture.
I'll have documented a lot of it's development, as-well as a deeper look at it's hinge-mechanism, in a candid and relaxed fashion in a blog post, you can find HERE.
It was an exhausting project, but I'm glad I took the time to finish it.
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