GitHub Brand Refactor

2026

GitHub has annual brand refreshes—an end to end auditing and designing process to keep things cohesive, culturally relevant, and aligned to changing business initiatives. For 2026 we evolved some of the foundational primitives: color, logo, type, and layout.

Me, Kyle
Me, Kyle
Design
Eleena Bakrie
Eleena Bakrie
Illustration
Brooks Chambers
Brooks Chambers
Direction
Marcus Bakke
Marcus Bakke
Illustration
Jesus Andreas
Jesus Andreas
Site Design
Lisa Adang
Lisa Adang
Project Management
Updated Logo
Mona's head got a little more circular, less boxy. The vectors transition better, are less tense overall. A subtle curve inflection and slightly bigger arm support a more tentacle-like feeling creates better overall symmetry.
Updated Logo
Old GitHub logo
Old (2015-2025)
New GitHub logo
New (2026+)
Old GitHub logo
Expanding Mona Sans
I added optical sizes and monospace styles to Mona Sans' already large design space. This allowed me to redraw and space characters to suit their size.
Expanding Mona Sans Expanding Mona Sans hover state
Mona Sans display styles Mona Sans monospace styles
Layout system
The layout system split visuals into clean halfs or thirds. Each side represented the two parts of GitHub's offering: creative, infrastructure. The layout side was legible, grided, seperate. The illustration side was creative, dimensional, expressive.
Layout system Layout system hover state
Kyle W. Benson
Kyle Wayne Benson

I’m a brand designer in Oakland, CA. If I'm not baking or reading, you’ll find me at Savers. I run Very Cool Studio, work as a brand designer at GitHub, and run Song Club Records.

In my experience, design is what it does. Designers (me, Kyle) have the tendency to fall in love with the conveyor belt. And as we all fall in love with the clean doingness of AI, it has become more and more important to ask “okay but what does it do.” Design is the opinion-making process for answering that question. I sorta think this is what trust the process means. At the start of every project I’m a little dumb—at the end I’ll be a little smarter. If I’m doing my job right, the work will be a little more than me—kinder, smarter, more true to its purpose—leaving me in my state of stupor for the next project.

And maybe because I see myself as a little dumb, I think of most design problems as interpersonal problems. I still haven’t found a good enough idea, a plan so god-tier that it’s self-convincing. And the subjectivities that get in the way of those smart plans are only a problem because we say so.

If you made it this far, let's talk — that's the interpersonal part.

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