Four button fills. Each window switches between the two hero motions, Magnet and Mush, and between starting as GET TOGETHER or GET IT TOGETHER. The downloads follow what's selected.
v015, the hero motions: Magnet and Mush. Both start as regular words and squeeze into the wordmark on the hit, with the Ripple fill. Magnet no longer bounces; it eases out of the press and settles into its landing. Thumbs and notes save as you go.
v014: the Ripple button starting as GET IT TOGETHER. As GET and TOGETHER squeeze together, the IT goes, and they land as the GET TOGETHER wordmark on the hit. Three ways for the IT to go. Sideways only, baseline locked, Ripple light from the hit as before. Thumbs and notes save as you go.
v013, from your Comp 10 note: every fill and squeeze now starts as regular words in normal tracking. As they squeeze together the tracking closes, sideways only with the baseline locked, and they land as the fused wordmark on the hit. Everything from the hit on is as before. Thumbs and notes save as you go.
Motion test 3. Lean in and Kiss and squash are gone, and Magnet is back from the first test. Both mush versions are now one continuous move: they ease into each other and straight back out. Ripple fill, light starting on the hit. Thumbs and notes save as you go.
Motion test 2, v011. Your note: less bounce and no leftover wobble, and make the squeeze itself the moment. Each version is one squeeze and one clean release, with nothing reverberating after. The last two mush into each other. They differ in how hard the words squeeze and what happens to the letters while they do. Ripple fill, light starting on the hit. Thumbs and notes save as you go.
Motion test, v010: five ways GET and TOGETHER can squeeze together, all with the Ripple fill. Each adds some elasticity to the words. The contact stays on the same frame, so the light still starts on the hit. Thumbs and notes save as you go. Use the arrow keys or the step buttons to go frame by frame.
Button, v009. Your Round 3 notes are in. Tap thumbs up or down on each; votes save as you go. Each version downloads as the animation or the still, on the frame or with alpha.
- The cast and the fill are one: the cast comes from the blue as it fills, so it is at full strength the frame the fill completes, then holds.
- Frosted glass is off for now.
- Spine is gone. Joins and edges as Round 3.
Button, v008, with your Round 3 votes and notes.
- Joins are one piece: the E arm runs level into the T bar, the T bar runs into the H, the O meets the G. H and E stay apart.
- Every cast is half as strong and only builds: brightest at the end, no swell in the middle.
- Spine is feathered between letters and from the stroke centres.
- Frosted glass reads stronger, builds with the light and is most visible at the end.
Button, v007, with your Round 2 votes and notes.
v006: three fills, each white to AT&T Blue #009FDB. You picked Button.
Options reel
Button
The words ease apart, drift together, stop just short and bounce back. On the hit the letters light like pinball inserts.
Globe
Blue rises from the bottom on a curved front, then the globe's own gaps fade in as light-blue bands.
Particles
Blue specks spread left to right inside the letters, with a clean fill behind them.
Sign rails
A letterform exploration: three rails run the full width of the word, behind the lit letters, like a sign mounted on its raceway. Top and bottom sit at the T crossbar's height from the cap line and baseline, with one through the middle.
AT&T colour palette
From the AT&T brand reference (public sources, Oct 2026). Tap a swatch to copy its hex.