Here's a new WIP!
The Nintendo Game Boy!
All that is left is to create the sticker.
Here's where it starts to get interesting. I will have a smart layer in the final PSD that can use the aforementioned script to point to an existing collection of Game Boy labels, to generate a complete collection of Game Boy cartridges.
The PSD of the SGB carts will have a smart layer of a Game Boy cart inserted into the GB slot. The same script can be pointed at the Game Boy collection created before, (Of course you can do as I intend and curate a collection of SGB enhanced titles.) creating a set of SGB carts, complete with labeled GB carts. Fun!!?
Almost as fun is the method I used to create the "Nintendo Game Boy" beveled logo here.
When I first started my graphics for the HSM shader, I restricted myself to only vector and internal Illustrator effects. I later decided that since I was exporting PNGs at 300dpi, I would allow myself to use Illustrator PS filters, as long as my effects resolution was set at 300dpi. (I believe it still complies with my mission statement.)
Even later I decided that I could create text inside illustrator at an absurd scale, place it as a smart object in a 300dpi HD PS document, and apply beveling/embossing and drop shadow effects, then place the PS document as a linked image in my Illustrator project. When any of the links in the chain are updated, so are the rest. (It just so happens that Illustrator is HORRIBLE at embossing and 3D beveling.)
See? Fun!!