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                            <title><![CDATA[ Creative Bloq ]]></title>
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                                                            <title><![CDATA[ How a séance shaped this beautiful psychic platform rebrand ]]></title>
                                                                                                <dc:content><![CDATA[ <p>The world of spiritualism is, by nature, an intangible force that defies definition, so what happens when a psychic services platform reaches out to you looking for a new brand identity? For the team at Mother Design, it was far from a linear process, with séances, chakra readings and intuitive creativity that challenge the confines of traditional design. </p><p>The <a href="https://www.creativebloq.com/design/branding/the-best-rebrands-of-all-time">best rebrands</a> have the power to breathe new life into a brand, and Purple Garden's serenely beautiful new identity is no different. Born of spontaneity and experimentation, this unique rebrand is proof that the unconventional can result in something truly divine. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1361px;"><p class="vanilla-image-block" style="padding-top:56.21%;"><img id="aGahN2hEmPUUwHZ92LhQRm" name="02_Purple Garden Sketches and Brand Elements by Mother Design copy" alt="Purple Garden rebrand" src="https://cdn.mos.cms.futurecdn.net/aGahN2hEmPUUwHZ92LhQRm-1920-80.png" mos="" align="middle" fullscreen="" width="1361" height="765" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Purple Garden/Mother Design)</span></figcaption></figure><p>With <a href="https://www.motherdesign.com/" target="_blank">Mother Design</a>’s Wild Card initiative in mind, the team worked with a Purple Garden holistic practitioner to encourage experimentation with unfamiliar disciplines. Creating instinctively with paper and charcoal, the designers sought to bypass conscious thought, with the resulting forms, textures and feelings becoming a creative foundation for the identity.</p><div class="looped-video"><video class="lazyload-in-view lazyloading" data-src="https://cdn.mos.cms.futurecdn.net/zJno43vgcJCGf9yueoWJXo/01_Automatic%20Drawing%20Experiments%20by%20Mother%20Design.mp4.mp4" autoplay="" loop="" muted="" playsinline="" src="https://cdn.mos.cms.futurecdn.net/zJno43vgcJCGf9yueoWJXo/01_Automatic%20Drawing%20Experiments%20by%20Mother%20Design.mp4.mp4"></video></div><p>"Transferring something as intangible as psychic power into a brand identity was a chunky challenge that we wanted to get right," explains Jo Tulej, creative director at Mother Design. "It had to begin with the audience. Purple Garden is aimed at people who have had spiritual readings and practices, and the business objective was to cement the brand’s place as the leader in the category. Therefore, we had to create something visual and verbal that would feel familiar and resonate with these ‘seasoned seekers’, but in a fresh way, that would communicate Purple Garden’s elevated offering. </p><p>In order for us to tap into that, we knew we had to experience it ourselves to understand and make something that felt authentic. Some of the Mother Design team had experience with spirituality; others didn’t, so we enlisted the help of a holistic practitioner from the platform to guide us through a chakra reading and automatic drawing and writing workshop. A brand audit with a twist, you might say!"</p><div class="looped-video"><video class="lazyload-in-view lazyloading" data-src="https://cdn.mos.cms.futurecdn.net/wDR2Yft7fa9Z4WwwEYbxiD/03_Purple%20Garden%20Logo%20and%20Glyph%20by%20Mother%20Design.mp4" autoplay="" loop="" muted="" playsinline="" src="https://cdn.mos.cms.futurecdn.net/wDR2Yft7fa9Z4WwwEYbxiD/03_Purple%20Garden%20Logo%20and%20Glyph%20by%20Mother%20Design.mp4"></video></div><p>"The word séance comes from the words sitting or session. We were inspired by Hilma af Klint and The Five, a group of women who would come together and enter trance states to bypass conscious thought and draw and write freely. They believed they were connecting with a higher consciousness and receiving messages which translated into the marks they were making. Af Klint is a pioneer of Western abstract art, and her work predates the likes of Kandinsky and Mondrian. </p><p>We wanted to immerse ourselves in spirituality and see if that could be baked into a design process in order to create great work. The chakra reading and automatic drawing/writing took place as a group workshop in which the whole team participated. We then came back a few days later and sat alongside the drawings and writing and discussed what we were seeing and noticing. To have had this experience with an advisor from Purple Garden was an invaluable way to gain insight as well as an invigorating creative process," Jo continues.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1701px;"><p class="vanilla-image-block" style="padding-top:56.26%;"><img id="HzxbAS3o6LQau52LZrSHkm" name="10_Purple Garden Charged Objects + Motifs Exploration by Mother Design copy" alt="Purple Garden rebrand" src="https://cdn.mos.cms.futurecdn.net/HzxbAS3o6LQau52LZrSHkm-1920-80.png" mos="" align="middle" fullscreen="" width="1701" height="957" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Purple Garden/Mother Design)</span></figcaption></figure><p>Life and vitality breathe throughout the design, manifesting in the wordmark's combination of elegant serifs and curved junctures that appear to grow outwards. Paired with a digital-first, crystal-like glyph, the design positions Purple Garden as a source for "grounded guidance", while Literatura Present and ABC Social typefaces balance feelings of whimsy with practical legibility. </p><p>Spiritual energy emanates from the brand's diverse imagery, capturing images of "charged objects" to represent services like dream analysis and psychic readings. With "solarised glows and flame-like ripples", each image represents the energy exchange between practitioner and customer. Naturally, the colour scheme features a variety of rich purples associated with intuition and higher consciousness. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="TSX4YzjjTb2ottFq98gn6i" name="05_Purple Garden Comms Example by Mother Design" alt="Purple Garden rebrand" src="https://cdn.mos.cms.futurecdn.net/TSX4YzjjTb2ottFq98gn6i-1920-80.png" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Mother Design/Purple Garden)</span></figcaption></figure><p>"This year we’ve been so lucky to rebrand not one but two psychic services platforms (<a href="https://www.motherdesign.com/work/keen" target="_blank">Keen</a> and Purple Garden)," Jo says. "What has surprised me is how different the two product/brands now feel, and how divergently we’ve been able to explore and push their identities. Again, this all comes down to getting under the skin of the audiences and aims of the business in order to sharpen the creative ideas and design expression. </p><div><blockquote><p>I was struck by how the initial séance experiment gave us a totally different way of starting a branding project.</p></blockquote></div><p>For the Purple Garden process specifically, I was struck by how the initial séance experiment gave us a totally different way of starting a branding project. It was slow, unclear and required a lot of trust and to a certain extent, vulnerability, from our team. By protecting this time, and removing a traditional ‘KPI’ from the output, I believe it gave our client a much richer, robust output, sensitive to the category and its audience. </p><p>So often in the branding process we have less time that we’d like, and the more intangible ideas can get pushed to the side, but at Mother Design we always try to protect this ‘wild card’ time and encourage our brilliant team to experiment."</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="cHadhFVPUvB8QJEB6gBQei" name="09_Purple Garden inspiration board by Mother Design" alt="Purple Garden rebrand" src="https://cdn.mos.cms.futurecdn.net/cHadhFVPUvB8QJEB6gBQei-1920-80.png" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Mother Design/Purple Garden)</span></figcaption></figure><p>"One challenge we faced was how to create a world that feels of the spiritual category and familiar to its fans, but also fresh and exciting, avoiding the clichés whilst drawing on symbolism that would feel universal. So we did use the category (and namesake) purple, of course, but built out a much earthier, richer palette of 7 hues to stand out against the category’s usual flatter tone. We also used pictures of nature, but they appear transformed through these solarised glows, so they have a new, magical quality to them. </p><p>Similarly, in messaging we had to find the right balance of engaging customers to take action without falling into the category tropes of urgency and pressure, ie. Book fast. Get answers. Act now. Instead, we created a voice based around a duality: Active Contemplation, that can meet you where you are and either guide you forward or slow down for more reflective moments," Jo explains.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="miwpZGhHLr6VWrX5hCeGwi" name="07_Purple Garden OOH copy and art direction example by Mother Design" alt="Purple Garden rebrand" src="https://cdn.mos.cms.futurecdn.net/miwpZGhHLr6VWrX5hCeGwi-1920-80.png" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Mother Design/Purple Garden)</span></figcaption></figure><p>"There’s a ton of detail and craft that went into everything, for example, creating a wordmark with ligatures that feel as though they’re sprouting, and the organic, interconnecting letter placement. The team spent a long time experimenting with lots of different processes and tools till they found a visual style for the charged objects that felt right for depicting spiritual experiences. I’m really proud of all those details that emerge the more you engage with the identity and the impact it has. </p><p>I’m also proud of the way each part of the identity, from the charged objects, to the living type, to the guiding voice, all work together to express the Living Practice idea and sense of continual growth; so it really feels like a world as opposed to disparate elements," Jo concludes. </p><p>Discover more about <a href="https://www.motherdesign.com/" target="_blank">Mother Design</a> and <a href="https://www.purplegarden.co/" target="_blank">Purple Garden</a>.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.creativebloq.com/features/how-a-seance-shaped-this-beautiful-psychic-app-rebrand</link>
                                                                            <description>
                            <![CDATA[ Mother Design’s Jo Tulej discusses the team’s unconventional approach to design. ]]>
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                                                                        <pubDate>Sat, 31 Oct 2026 13:00:00 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Branding]]></category>
                                                    <category><![CDATA[Design]]></category>
                                                    <category><![CDATA[Graphic Design]]></category>
                                                                                                                    <dc:creator><![CDATA[ Natalie Fear ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/ieMCBUvEp9jucaWRxi3QGg-320-70.jpg ]]></dc:source>
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                                                            <media:credit><![CDATA[Purple Garden/Mother Design]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Purple Garden rebrand ]]></media:description>                                                            <media:text><![CDATA[Purple Garden rebrand ]]></media:text>
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                                                            <title><![CDATA[ "Use their tools against them": why AI isn't the death of production design ]]></title>
                                                                                                <dc:content><![CDATA[ <p>In a creative industry grappling with the increasing influence of AI, it can be disheartening for a newcomer. It seems every day we're met with news of job layoffs and new 'time-saving' tools that skimp on human creativity, but industry vet Christopher Glass is here to settle your woes.</p><p>With over 20 years in the filmmaking industry, Christopher has seen a huge evolution (check out our <a href="https://www.creativebloq.com/features/its-sheer-madness-is-unparalleled-inside-the-production-design-of-i-love-boosters">previous interview</a> for more). As a production designer leveraging the power of practical effects, he argues that there's still space for tactile design in the film world – all it takes is a bit of courage and open-mindedness. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:75.00%;"><img id="FiaWJmQwmrLmSbJgmys7h4" name="IMG_8043.JPG" alt="Christopher Glass production design behind the scenes" src="https://cdn.mos.cms.futurecdn.net/FiaWJmQwmrLmSbJgmys7h4-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1920" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Christopher Glass)</span></figcaption></figure><section class="article__schema-question"><h3>What's one thing you wish more people understood about your role?</h3><article class="article__schema-answer"><p>I wish people knew what production designers do. Most people don’t. A lot of my own family don’t understand what I do for a living. It’s easy to say we are responsible for the look of everything in a film except the costumes, cinematography and the off-camera lighting, but even that sounds ambiguous, and it really doesn’t explain all of the things production designers do day to day. A lot of producers and even some directors don’t know either. The good ones do!</p></article></section><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:4500px;"><p class="vanilla-image-block" style="padding-top:66.67%;"><img id="va7z7iPWu6ZyxwL9rSQEZE" name="boosters day 6-0120" alt="Behind the scenes shots of I Love Boosters production design" src="https://cdn.mos.cms.futurecdn.net/va7z7iPWu6ZyxwL9rSQEZE-1920-80.jpg" mos="" align="middle" fullscreen="" width="4500" height="3000" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Christopher Glass)</span></figcaption></figure><section class="article__schema-question"><h3>How do practical effects change how actors perform?</h3><article class="article__schema-answer"><p>Actors always respond better to real sets, people and FX. It’s simple. They have incredible imaginations; however, nothing beats having something there to interact with. </p></article></section><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:75.00%;"><img id="AGvYwRLfTsN5RatWY5Mzg4" name="IMG_4031 2" alt="Christopher Glass production design behind the scenes" src="https://cdn.mos.cms.futurecdn.net/AGvYwRLfTsN5RatWY5Mzg4-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1920" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Christopher Glass)</span></figcaption></figure><section class="article__schema-question"><h3>How do you feel about AI in your industry?</h3><article class="article__schema-answer"><p>AI is the antithesis of feelings. It is a removal of humanity. It is something we, as designers, “feel” forced and obligated to use due to economics and survival. AI can do some amazing technical things. </p><p>For instance, there is no reason to ever have green screens again or LED volumes. I feel bad for those who invested heavily in LED walls. Rig removal can be done instantaneously. Set extensions will soon be a snap. That’s technically useful and economically enticing. It can also be used as a fast way to make references and communicate visual intentions. </p><p>Many people will lose work if they don’t adapt to this monster being forced on us without our choice. At the end of the day, humans are more capable of coming up with novel ideas. We have lives, memories, true emotions and experiences that haven’t ever been posted onto a forum or social media platform for the AI vacuum machines to suck up and regurgitate with a prompt.</p></article></section><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:75.00%;"><img id="KJ4k23tBhY39AVNxHMQozH" name="IMG_7085 2" alt="Christopher Glass behind the scenes production design" src="https://cdn.mos.cms.futurecdn.net/KJ4k23tBhY39AVNxHMQozH-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1920" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Christopher Glass)</span></figcaption></figure><section class="article__schema-question"><h3>What advice would you give to young creatives who want to become production designers?</h3><article class="article__schema-answer"><p>Don’t let the tech weenies make you think we will become extinct as designers and artists. Don’t let them decide. Use their tools against them. And also keep an open mind. Find like-minded people to collaborate with. Film is a collaborative medium, and being able to admit when you don’t know something is as important as knowing something. </p><p>Be humble, yet courageous and confident at the same time. Go to museums and study history. Dream. Also, learn budgeting! It has taken me a while to get to that point.</p><p><em></em><a href="https://christopherglass.com/" target="_blank"><em>Discover more about Christopher Glass.</em></a></p></article></section> ]]></dc:content>
                                                                                                                                            <link>https://www.creativebloq.com/features/use-their-tools-against-them-why-ai-isnt-the-death-of-production-design</link>
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                            <![CDATA[ Christopher Glass shares his industry insight for the next generation of creatives. ]]>
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                                                                        <pubDate>Sat, 31 Oct 2026 12:00:00 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Creative Careers]]></category>
                                                    <category><![CDATA[Professional Development]]></category>
                                                                                                                    <dc:creator><![CDATA[ Natalie Fear ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/ieMCBUvEp9jucaWRxi3QGg-320-70.jpg ]]></dc:source>
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                                                            <title><![CDATA[ How to create your own Inktober-inspired brushes in Procreate ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Have you been partaking in Inktober? We might have a little tip to help you out. Our artist, <a href="https://www.artstation.com/phoebeshore" target="_blank">Phoebe Shore</a> put together an easy-peasy video tutorial for creating your own spook-inspired inky brushes in Procreate. </p><p>You'll need one of the <a href="https://www.creativebloq.com/features/best-drawing-tablet">best drawing tablets </a>to get started, but more specifically, it has to be one of the<a href="https://www.creativebloq.com/buying-guides/best-ipad-for-drawing"> best iPads for drawing</a>, since  Procreate is not available for Android tablets, Windows PCs, or standard desktop computers. </p><p>Take a look at Phoebe's tutorial below and let us know if you have any questions. </p><div class="instagram-embed"><blockquote class="instagram-media"  data-instgrm-version="6" style="width:99.375%; width:-webkit-calc(100% - 2px); width:calc(100% - 2px);"><p><a href="https://www.instagram.com/p/DewTVQVFPgB/" target="_blank">A post shared by Creative Bloq (@creativebloqofficial)</a></p><p>A photo posted by </p></blockquote></div><p>Brush number 3 that Phoebe creates is the coolest, in my opinion, and looks perfect for creating blood, dust or dirt splatters in the places you need it. </p><p>For more on the basics of drawing, see our <a href="https://www.creativebloq.com/features/how-to-draw-animals-people-landscapes">how-to-draw tutorial</a> series. You might also like to check out the <a href="https://www.creativebloq.com/buying-guides/the-10-best-drawing-books">best drawing books.</a></p><div data-widget-type="multimodelreview" data-widget-title="Today's best deals on iPad drawing tablets" data-model-name="Apple iPad (2025),iPad Pro 11-inch M4,Apple iPad Pro 11 (M4),iPad Pro (13-inch,Apple iPad Air 4th Gen,Apple iPad Air M3 13,Apple iPad Air M3 11"></div> ]]></dc:content>
                                                                                                                                            <link>https://www.creativebloq.com/how-to/how-to-create-your-own-inktober-inspired-brushes-in-procreate</link>
                                                                            <description>
                            <![CDATA[ Nail down the spooky aesthetic with these quick and easy steps. ]]>
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                                                                        <pubDate>Sat, 31 Oct 2026 11:30:00 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Traditional Art]]></category>
                                                    <category><![CDATA[Art]]></category>
                                                                                                <author><![CDATA[ beth.nicholls@futurenet.com (Beth Nicholls) ]]></author>                    <dc:creator><![CDATA[ Beth Nicholls ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/VTYGX5JNwZDwUceNVUmmrf-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Beth is Creative Bloq’s Ecommerce Writer and has the fun job of finding you the very best prices and deals on creative tech. Beth kicked off her journalistic career writing for Digital Camera World and has since earned bylines on TechRadar and PetsRadar too. With a Master&#039;s degree in Photography, Beth loves getting to tinker with new cameras, especially camera phones, as the resident Samsung fan on the team. Her background working as a tester for CeX let her play around with all kinds of weird and wonderful products, including robots, and she’s recently gotten into 3D printing too. Outside of CB, you’ll find her gaming on her PS5, photographing local shows under the alias Bethshootsbands, and making TikToks of her dog, Tilly. &lt;/p&gt; ]]></dc:description>
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                                                            <media:credit><![CDATA[Future / Phoebe Shore]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Inktober brushes in Procreate]]></media:description>                                                            <media:text><![CDATA[Inktober brushes in Procreate]]></media:text>
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                                                            <title><![CDATA[ "Nostalgia is a double-edged sword": how Dolmio revived its beloved puppet family for a new generation ]]></title>
                                                                                                <dc:content><![CDATA[ <p>As part of its 40th anniversary, Dolmio has revived its iconic puppet family. After a 10-year hiatus, the reintroduction of these familiar faces is both a return to tactile branding and a welcome nostalgia trip for fans.</p><p>Starring in some of the <a href="https://www.creativebloq.com/features/best-adverts-2000s">best adverts of the 2000s</a>, the Dolmio family carries quite the legacy for the brand. In a world of social-first branding and AI slop advertising, Dolmio's return to form is an ingenious response to audiences that are growing increasingly hungry for human-led design.</p><p>To understand more about the Dolmio family's grand return, I caught up with Kyle Whybrow, ECD at Elmwood London, to understand the value of nostalgia and the art of reviving brand heritage. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:58.87%;"><img id="Hywrvagp9vq3XApLvE9hcJ" name="39d753b7-a751-489f-9f05-b4b300baabcf_DownloadAsJpg" alt="Dolmio ad" src="https://cdn.mos.cms.futurecdn.net/Hywrvagp9vq3XApLvE9hcJ-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1507" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Dolmio/Elmwood)</span></figcaption></figure><section class="article__schema-question"><h3>What was the origin of the Dolmio puppets?</h3><article class="article__schema-answer"><p>The Dolmio brand and family were both born in Australia. Dolmio started life as a single bolognese sauce in a glass jar, and its success saw it grow into an established brand reaching wider markets, including the UK. Papa and Mama were originally cast as actors, then reimagined as handcrafted puppet characters in 2003, with the wider family joining them: Sophia, Carlo, Nina and Nico. </p><p>The idea behind them was simple and very human: the noisy, loving chaos of a family sitting down to eat together. In the UK, ‘When’s your Dolmio Day?’ turned a jar of sauce into a family ritual. They weren’t mascots bolted onto a product. They were the brand’s personality, given a face.</p></article></section><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:811px;"><p class="vanilla-image-block" style="padding-top:56.23%;"><img id="uVfUjHmnMdExfzA6Wvsj5J" name="dolmio-t-p" alt="Dolmio ad" src="https://cdn.mos.cms.futurecdn.net/uVfUjHmnMdExfzA6Wvsj5J-1920-80.jpg" mos="" align="middle" fullscreen="" width="811" height="456" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Dolmio/Elmwood)</span></figcaption></figure><section class="article__schema-question"><h3>How have they evolved since their debut?</h3><article class="article__schema-answer"><p>The puppets have grown up with the families watching them. The originals were definitely of their time, but our job wasn’t to replace them. It was to bring them into a modern family home, fit for today’s audience. </p><p>We gave each character clear principles, behaviours and visual codes, so each one has a distinct, contemporary personality. Then we built them into Dolmio’s wider identity, the red dot system, with real intent, so the family feels native to the brand’s graphic language rather than placed on top of it. </p><p>That system is consistent but flexible. One character can pop up inside the red dot, or the whole family can take the stage, whether that’s talking about the jar or sharing the moment over a bowl of pasta or a lasagne. That flexibility is what lets them stay culturally aware and show up in the moments that matter today. In the past they lived in a 30-second spot. Now they move between culture, content and commerce.</p></article></section><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:901px;"><p class="vanilla-image-block" style="padding-top:56.27%;"><img id="GwhnzgZ5nkXsBypukVaP9K" name="Outlook-y24u1ih2" alt="Dolmio ad" src="https://cdn.mos.cms.futurecdn.net/GwhnzgZ5nkXsBypukVaP9K-1920-80.png" mos="" align="middle" fullscreen="" width="901" height="507" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Dolmio/Elmwood)</span></figcaption></figure><section class="article__schema-question"><h3>How did you preserve the puppets’ identity while still making the brand feel fresh?</h3><article class="article__schema-answer"><p>With respect, and a fine-tuned difference. We started by asking what made each character unmistakable, then amplified those details rather than diluting them. The silhouettes, the expressions and the family dynamic all stayed. Then we went deep on craft. </p></article></section><div><blockquote><p>Nostalgia is a double-edged sword</p><p>Kyle Whybrow</p></blockquote></div><p>Every detail was considered and balanced: the subtle nuances in their features that feel familiar yet new, the clothing, the choice of material, the texture of their skin and hair, right down to the micro facial expressions and the wrinkles under the eyes. We took learnings from the great puppet and animation houses, because those tiny movements are what make a character feel alive and let people connect with them. </p><p>It was all about respecting where they came from while making them feel right for a modern audience. The red dot and the family make each other stronger: one gives instant recognition, the other gives people something to love. Fresh doesn’t have to mean new. Sometimes it just means sharper.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1000px;"><p class="vanilla-image-block" style="padding-top:60.00%;"><img id="r9hBWyopMjGzCezSR4VmTJ" name="M4G_Thumbnail_1000x600_Dolmio" alt="Dolmio ad" src="https://cdn.mos.cms.futurecdn.net/r9hBWyopMjGzCezSR4VmTJ-1920-80.jpg" mos="" align="middle" fullscreen="" width="1000" height="600" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Dolmio/Elmwood)</span></figcaption></figure><section class="article__schema-question"><h3>What creative challenges did you face during the project?</h3><article class="article__schema-answer"><p>Nostalgia is a double-edged sword. Change too little, and you’re running a tribute act. Change too much, and you break the bond people have with these characters. </p><p>The other challenge was range and versatility across paid, shared, earned and owned. The same family had to deliver an emotional moment on TV, a shareable piece of culturally relevant content on social, and a clear reason to buy at the shelf. That meant building a proper system of rules, not one-off executions. Working closely with T&amp;P was crucial here, so the family showed up consistently, whatever the channel or moment in the year.</p></article></section><section class="article__schema-question"><h3>What element of the project are you most proud of?</h3><article class="article__schema-answer"><p>Honestly, the invisible work. Anyone can bring back a much-loved character for a nostalgic moment. Building the principles, behaviours and codes that let a whole family perform consistently across every touchpoint is much harder. </p><p>I’m proud that each character feels truly distinct, yet they all clearly belong to Dolmio. And I love that they work as ambassadors as well as entertainers: they inspire people on social and still help convert them at the shelf. That’s design doing a commercial job as well as an emotional one.</p></article></section><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:58.87%;"><img id="Hywrvagp9vq3XApLvE9hcJ" name="39d753b7-a751-489f-9f05-b4b300baabcf_DownloadAsJpg" alt="Dolmio ad" src="https://cdn.mos.cms.futurecdn.net/Hywrvagp9vq3XApLvE9hcJ-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1507" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Dolmio/Elmwood)</span></figcaption></figure><section class="article__schema-question"><h3>With the rise of AI slop, do you think audiences are hungry for more analogue creativity in advertising?</h3><article class="article__schema-answer"><p>I think audiences are hungry for craft and intent, and they can tell when it’s missing. The original Dolmio family were handmade puppets, and that tactile quality is a big part of why people love them. </p></article></section><div><blockquote><p>You can’t buy decades of memory, but if you have it, it’s one of the most powerful distinctive assets a brand can own.</p><p>Kyle Whybrow</p></blockquote></div><p>For the 40th, the family was rebuilt digitally, so we held every frame to the standard of the handmade originals. That’s why I don’t see it as analogue versus technology. Unreal Engine, motion capture, or the Puppetiser in Australia that lets families ‘puppetise’ themselves are brilliant when they serve the idea. Slop happens when the tool becomes the idea.</p><section class="article__schema-question"><h3>Why is nostalgia so valuable in branding?</h3><article class="article__schema-answer"><p>Because it’s earned. You can’t buy decades of memory, but if you have it, it’s one of the most powerful distinctive assets a brand can own. Nostalgia gives you instant recognition and connection, and it gives you permission to be playful. The trap is treating it as a rerun. Nostalgia works hardest when it bridges generations: parents who grew up with the Dolmio family get a smile of recognition, and their kids meet the characters for the first time and find them relevant now. It travels across markets too, because a family sitting down to eat needs no translation. That’s when nostalgia stops looking backwards and starts building the future.</p><p><a href="https://elmwood.com/" target="_blank"><em>Discover more about Elmwood.</em></a></p></article></section> ]]></dc:content>
                                                                                                                                            <link>https://www.creativebloq.com/features/nostalgia-is-a-double-edged-sword-how-dolmio-revived-its-beloved-puppet-family-for-a-new-generation</link>
                                                                            <description>
                            <![CDATA[ Elmwood's Kyle Whybrow discusses the increasing hunger for tactile and intentional design. ]]>
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                                                                        <pubDate>Sat, 31 Oct 2026 10:00:00 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Branding]]></category>
                                                    <category><![CDATA[Design]]></category>
                                                    <category><![CDATA[Graphic Design]]></category>
                                                                                                                    <dc:creator><![CDATA[ Natalie Fear ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/ieMCBUvEp9jucaWRxi3QGg-320-70.jpg ]]></dc:source>
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                                                            <title><![CDATA[ Rockstar art-directed 600,000 animations, so that GTA 6’s passers-by feel like real people ]]></title>
                                                                                                <dc:content><![CDATA[ <p>I'm in my fifties and far too old to use youth slang. But even I've come to realise that in recent years, the kids have started using "NPC", aka non-player character, as a term of ridicule for people in real life.</p><p>That makes sense, because typically in video games, the people who walk past you on the street are visual wallpaper. They give the impression that other humans are around, but they have no individuality. </p><p>This is exactly why the 2021 film Free Guy, in which Ryan Reynolds lives a repetitive, meaningless existence in a video game world, worked so well. We were all already in on the joke.</p><p>But now comes <a href="https://www.creativebloq.com/entertainment/gaming/ps5-or-xbox-series-x-for-gta-6-this-is-the-one-id-buy">Grand Theft Auto 6</a>, and its makers, Rockstar Games, are about to blow the concept of non-player characters right open.</p><h2 id="beyond-the-algorithm">Beyond the algorithm</h2><p>In a cover feature for Edge, Creative Bloq's sister print magazine, the studio reveals it art-directed every one of the game’s NPCs, creating around 600,000 animations in the process.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:3840px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="4o6MwaFrgeTjaBJbquzarL" name="Vice_City_06" alt="GTA 6; people in a street at night" src="https://cdn.mos.cms.futurecdn.net/4o6MwaFrgeTjaBJbquzarL-1920-80.jpg" mos="" align="middle" fullscreen="" width="3840" height="2160" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar Games)</span></figcaption></figure><p>Normally, procedural systems assemble background NPCs, making them largely interchangeable. <a href="https://www.creativebloq.com/news/the-new-gta-vi-trailer-looks-too-good-to-be-real-but-graphics-arent-its-biggest-achievement">Grand Theft Auto VI's non-player characters</a>, however, will have their own personalities. Which means any Free Guy sequel (long mooted, but never confirmed) may have to rethink its premise entirely.</p><p>According to the Edge article, Rockstar set up a dedicated LA-based team of writers, directors and producers whose job was to make the pedestrians of Leonida, the game’s fictional take on Florida, feel individually realised. </p><p>In practice, this means NPCs have personality traits that shape how they react to you. These include their temperament and aggression, where they are, what they’ve seen and how you’ve treated them. Different districts even have their own demographic and professional mix.</p><p>Rob Nelson, co-studio head at Rockstar North, describes a process of constantly asking how people might behave. “Who’s going to be aggressive? How many people will go for a weapon? How many are going to test me?”</p><h2 id="why-creatives-should-care">Why creatives should care</h2><div class="youtube-video" data-nosnippet ><div class="video-aspect-box"><iframe data-lazy-priority="high" data-lazy-src="https://www.youtube-nocookie.com/embed/rz1B4B2yBZY" allowfullscreen=""></iframe></div></div><p>Not only is this making me even more excited to play the game – even more excited than this brilliant <a href="https://www.creativebloq.com/news/gta-6s-latest-gameplay-reveal-is-filthy-and-south-park-is-helping-rockstar-sell-it">GTA/South Park tie-in</a> or these <a href="https://www.creativebloq.com/news/gta-6-unleashes-saucy-ads-on-the-streets-of-miami">saucy GTA ads</a> – it also says a lot about where we are as a culture. At a time when much of the creative industry is looking for faster, cheaper ways to fill digital worlds, Rockstar has done the opposite. And the rewards, I feel, will be immense. </p><p>We all talk endlessly about games being "immersive". But a city doesn’t feel real because of its landmarks. It feels real because of the passer-by who takes offence to something at precisely the wrong moment. </p><p>As D&amp;AD’s <a href="https://www.creativebloq.com/ai/replacing-creative-jobs-with-ai-could-have-a-hidden-cost-new-report-warns"><u>AI &amp; Creativity Report</u></a> put it this year, AI has raised the floor, but not the ceiling. GTA 6 looks like an attempt to raise the ceiling the hard way, and I simply can't wait. </p> ]]></dc:content>
                                                                                                                                            <link>https://www.creativebloq.com/news/rockstar-art-directed-600-000-animations-so-that-gta-6s-passers-by-feel-like-real-people</link>
                                                                            <description>
                            <![CDATA[ It’s a lesson the whole creative industry needs to heed. ]]>
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                                                                        <pubDate>Sat, 31 Oct 2026 08:00:00 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Video Game Design]]></category>
                                                    <category><![CDATA[3D]]></category>
                                                                                                <author><![CDATA[ journo.tommay@gmail.com (Tom May) ]]></author>                    <dc:creator><![CDATA[ Tom May ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/dT9Sds28YazWSnthFky3dW-320-70.jpg ]]></dc:source>
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                                                                                                                                                                                                                                    <media:description><![CDATA[GTA 6 screen of people on a beach]]></media:description>                                                            <media:text><![CDATA[GTA 6 screen of people on a beach]]></media:text>
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                                                            <title><![CDATA[ Amazon's dropped the price of our favourite laptop for graphic designers by $160 in early Black Friday deal ]]></title>
                                                                                                <dc:content><![CDATA[ <p>If you look at our guide to the <a href="https://www.creativebloq.com/features/best-laptops-for-graphic-design"><u>best laptops for graphic design</u></a>, one comes out on top: the 14-inch MacBook Pro with Apple’s M5 chip. In our tests, it sat at the pinnacle of our Photoshop benchmarks by some margin, and our reviewers found it a lovely laptop to work on in practice.</p><p>The catch is, it ain't cheap. So for Amazon to trim it down, with the $1,999 configuration down to $1,839, is a big deal. </p><p>That’s a saving of $160, which is not nothing. So if you’ve been nursing an older MacBook, this is a great opportunity to upgrade.</p><div class="product"><a data-dimension112="ccdae942-d478-11f1-9ee3-27cf1e689afd" data-action="Deal Block" data-label="MacBook Pro 14-inch (M5)" data-dimension48="MacBook Pro 14-inch (M5)" data-dimension25="$1839" href="https://www.amazon.com/dp/B0FWD623D1" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1500px;"><p class="vanilla-image-block" style="padding-top:100.00%;"><img id="cmfk5Afu2wdJwbXaCmLWfS" name="Macbook Pro M5" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/cmfk5Afu2wdJwbXaCmLWfS-1920-80.jpg" mos="" align="middle" fullscreen="" width="1500" height="1500" attribution="" endorsement="" credit="" class="" /></p></div></div></figure></a><p><strong><a href="https://www.amazon.com/dp/B0FWD623D1" target="_blank" rel="nofollow" data-dimension112="ccdae942-d478-11f1-9ee3-27cf1e689afd" data-action="Deal Block" data-label="MacBook Pro 14-inch (M5)" data-dimension48="MacBook Pro 14-inch (M5)" data-dimension25="$1839">MacBook Pro 14-inch (M5): was $1999 now $1839</a></strong><br />Our favourite laptop for graphic designers combines the M5 chip, a superb display and a solid aluminium build made for daily professional use. Save $160 at Amazon now.<a class="view-deal button" href="https://www.amazon.com/dp/B0FWD623D1" target="_blank" rel="nofollow" data-dimension112="ccdae942-d478-11f1-9ee3-27cf1e689afd" data-action="Deal Block" data-label="MacBook Pro 14-inch (M5)" data-dimension48="MacBook Pro 14-inch (M5)" data-dimension25="$1839">View Deal</a></p></div><p>The star of the show here is the M5 chip, which makes everything super-fast. It topped Geekbench’s single-core results when we tested it, and the GPU has also taken a big leap over the M4. If you're running a lot of demanding creative software then, this is the model for you.</p><p>Storage is quicker too, with the SSD now running at over 6,000MB/s, almost twice as fast as the previous generation. Finally, the 120Hz display offers excellent colour reproduction, and in our tests it covered 93% of the P3 gamut.</p><p>It’s not perfect. It has Thunderbolt 4 rather than Thunderbolt 5, and video and 3D pros may get more from a Windows machine with a dedicated Nvidia card. But for graphic designers, illustrators and photographers, it’s hard to beat. Read our full <a href="https://www.creativebloq.com/tech/laptops/ive-tested-the-macbook-pro-m5-and-its-the-best-mac-for-creatives-just-about"><u>MacBook Pro M5 review</u></a> for more.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.creativebloq.com/deals/amazons-dropped-the-price-of-our-favourite-laptop-for-graphic-designers-by-usd160-in-early-black-friday-deal</link>
                                                                            <description>
                            <![CDATA[ The M5 MacBook Pro tops our buying guide. ]]>
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                                                                        <pubDate>Sat, 31 Oct 2026 05:00:00 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Laptops]]></category>
                                                    <category><![CDATA[Tech]]></category>
                                                    <category><![CDATA[Computers]]></category>
                                                                                                <author><![CDATA[ journo.tommay@gmail.com (Tom May) ]]></author>                    <dc:creator><![CDATA[ Tom May ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/dT9Sds28YazWSnthFky3dW-320-70.jpg ]]></dc:source>
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                                                                                                                                                                                                                                    <media:description><![CDATA[Apple MacBook Pro 14 M5 (2025)]]></media:description>                                                            <media:text><![CDATA[Apple MacBook Pro 14 M5 (2025)]]></media:text>
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                                                            <title><![CDATA[ How this artist turned childhood nightmares into video game monsters ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Halloween is the time to linger in the dark a little longer, and John Kenn Mortensen is the artist to guide you. His illustrations teem with grotesque creatures, scraggly line work, and unsettling oddballs: the kind of thing you glimpse out of the corner of your eye, then need to stare at and see more of.</p><p>“In the dark there are secrets and things to be explored,” he says as he explains his approach to the art and <a href="https://www.creativebloq.com/imaginefx/master-creature-design-111413406">creature design</a> you'll find in FLASK. “I see my work as a dark room, with a door slightly ajar at the end, where a little light comes in.”</p><p>That ajar door has made Mortensen a go-to name for the macabre. Now he’s opening it onto video games with FLASK, a dark fantasy roguelike deckbuilder from Chop Chop Games.</p><p>Inspired by Jim Henson’s 1986 cult classic <a href="https://www.creativebloq.com/digital-art/labyrinth-and-dark-crystal-artist-exclusive-interview-111413550">Labyrinth</a> and the thrash metal of Slayer, FLASK mixes gruesome fantasy, medieval imagery and black humour. Nightmarish creatures roam, magic is best handled with caution, and even a wizard has to worry about the mortgage on his tower.</p><p>For Mortensen, the leap meant taking his pen-and-paper illustrations digital, working with a team of artists to turn his monochrome creations into a playable world. That’s a big shift for an artist who has spent most of his career working solo across books, comics, animation, TV and exhibitions.</p><p>I caught up with Mortensen to talk about finding his visual identity, the music behind his monsters, and what it’s like to step into game development for the first time. And, of course, you can <a href="https://store.steampowered.com/app/3714280/FLASK/" target="_blank">download FLASK on Steam</a> this Halloween weekend (and beyond), and <a href="https://www.instagram.com/johnkennmortensen/?hl=en" target="_blank">follow Mortensen on Instagram</a> for more eerily good art.</p><p>Read the full Q&amp;A with Mortensen below, and he's even shared a couple of new creatures coming to FLASK very soon.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1600px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="hrNrTPb9VD5rgh4ag2uRDL" name="flask-game" alt="Sketches and line art of monsters for a video game called Flask" src="https://cdn.mos.cms.futurecdn.net/hrNrTPb9VD5rgh4ag2uRDL-1920-80.jpg" mos="" align="middle" fullscreen="" width="1600" height="900" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Chop Chop Games)</span></figcaption></figure><section class="article__schema-question"><h3>Creative Bloq: Your artwork is dark, grotesque and instantly recognisable. Where did your distinctive style come from?</h3><article class="article__schema-answer"><p><strong>John Kenn Mortensen:</strong> It came from within. I have always been drawn to the dark; it is a much more interesting place to work. In the light everything is visible, revealed. In the dark there are secrets and things to be explored. I see my work as a dark room, with a door slightly ajar at the end, where a little light comes in. </p></article></section><section class="article__schema-question"><h3>CB: How did you approach creating the visual world of FLASK?</h3><article class="article__schema-answer"><p><strong>JKM:</strong> Building on the gameplay mechanics Dario and Michael, co-founders and game developers at Chop Chop Games, already had, I focused on two things: the dark fantasy world of Labyrinth (the Jim Henson movie) and the sound and energy from Slayer (the band). From there, it just started to come alive. </p></article></section><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:100.00%;"><img id="amnCbq5HyoeZc4kmCmYYNL" name="Upcoming Sprite 2" alt="Sketches and line art of monsters for a video game called Flask" src="https://cdn.mos.cms.futurecdn.net/amnCbq5HyoeZc4kmCmYYNL-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="2560" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Chop Chop Games)</span></figcaption></figure><section class="article__schema-question"><h3>CB: Your art feels wonderfully hand-crafted. How have you brought that quality into a video game?</h3><article class="article__schema-answer"><p><strong>JKM:</strong> It has been hard, and I don’t really know... it comes down to the art team; they are amazing to work with, and have been a huge support in bringing my monstrous creatures to life. On my side, I have mostly only worked with pen on paper, very old school. </p></article></section><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:100.00%;"><img id="CA9g69igTbdGYjZ4ua34KL" name="Upcoming Sprite 1" alt="Sketches and line art of monsters for a video game called Flask" src="https://cdn.mos.cms.futurecdn.net/CA9g69igTbdGYjZ4ua34KL-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="2560" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Chop Chop Games)</span></figcaption></figure><section class="article__schema-question"><h3>CB: What’s been the biggest challenge in moving from illustration to game design?</h3><article class="article__schema-answer"><p><strong>JKM:</strong> Conveying the feelings in my art with colour has been a huge challenge, since most of my illustrations are in black and white. We have added lights, highlights, shadows, and colour, and it’s been really rewarding experimenting with what I’m comfortable with and seeing how we can add more depth when it comes to inserting my drawings into a digital format. </p></article></section><section class="article__schema-question"><h3>CB: FLASK mixes gruesome fantasy with dark humour and wizard tower mortgages. Where did that idea come from?</h3><article class="article__schema-answer"><p><strong>JKM:</strong> I tend to lose track of where ideas come from and how they morph into things in the process. But from the start, I wanted it to be dark fantasy mixed with medieval imagery. What’s even more special is that Labyrinth came out 40 years ago, and working on a project so inspired at the time of its anniversary is really rewarding.</p></article></section><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:99.77%;"><img id="xWKyksh7UrNLCCaMJH6eSL" name="Mudworm" alt="Sketches and line art of monsters for a video game called Flask" src="https://cdn.mos.cms.futurecdn.net/xWKyksh7UrNLCCaMJH6eSL-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="2554" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Chop Chop Games)</span></figcaption></figure><section class="article__schema-question"><h3>CB: How do you make sure the artwork and gameplay feel like parts of the same world?</h3><article class="article__schema-answer"><p><strong>JKM:</strong> This is my first time doing video games, so Chop Chop’s digital artists really played a huge role in this. First, gameplay had to come in and lay down the foundation, with auto-battler, roguelike, and theory crafting mechanics; then, thanks to the work with the artists, we were able to create a cohesive dark world over the framework of the game.</p></article></section><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2447px;"><p class="vanilla-image-block" style="padding-top:104.62%;"><img id="arAR9mXa6cPeZyE68Z825L" name="Goblin Gunner" alt="Sketches and line art of monsters for a video game called Flask" src="https://cdn.mos.cms.futurecdn.net/arAR9mXa6cPeZyE68Z825L-1920-80.jpg" mos="" align="middle" fullscreen="" width="2447" height="2560" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Chop Chop Games)</span></figcaption></figure><section class="article__schema-question"><h3>CB: What inspires the monsters and nightmarish creatures you create?</h3><article class="article__schema-answer"><p><strong>JKM:</strong> Mostly music. I listen to a lot of music. I have an hour every day where I will just walk and listen to music; that is where most of my ideas spring from. </p></article></section><section class="article__schema-question"><h3>CB: Deckbuilder cards need to be easy to read. How do you balance that with your intricate art style?</h3><article class="article__schema-answer"><p><strong>JKM:</strong> Now, that is something I can’t take any credit for. We have had artists from outside, and artists on the team, create the card artwork. The rule for the artists working on the card art is that my visual style is the real world, and they have to see themselves as artists in that world and then create. It has been, and still is, a super fun process. </p></article></section><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:100.00%;"><img id="BwJNophnP4E5MJfA6w6v7L" name="Sewer Guards" alt="Sketches and line art of monsters for a video game called Flask" src="https://cdn.mos.cms.futurecdn.net/BwJNophnP4E5MJfA6w6v7L-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="2560" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Chop Chop Games)</span></figcaption></figure><section class="article__schema-question"><h3>CB: How do you keep your own artistic identity when working with a game development team?</h3><article class="article__schema-answer"><p><strong>JKM:</strong> That, again, is credit to the art team, and it’s such a joy to have a team when I usually work solo. We have the best art team in the gaming world, I think. My art style is not something I have worked on in any direction; it has just sprung out of bad habits and laziness. </p></article></section><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1600px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="jRpsm6A9rAUu7Gk5T8nnqK" name="flask-2" alt="Sketches and line art of monsters for a video game called Flask" src="https://cdn.mos.cms.futurecdn.net/jRpsm6A9rAUu7Gk5T8nnqK-1920-80.jpg" mos="" align="middle" fullscreen="" width="1600" height="900" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Chop Chop Games)</span></figcaption></figure><section class="article__schema-question"><h3>CB: Has making FLASK changed how you approach your illustration work, or inspired ideas for future projects?</h3><article class="article__schema-answer"><p><strong>JKM:</strong> It has been a very different approach than I am used to, but I like that challenge. I always jump from one platform to another in my work: I have done TV shows, animation, live action, books, comics, art shows, and now video games. I see my working life as a big house with a lot of very different rooms where I can hang out and play with the people in them. The only thing I think about before entering is to be as honest and true to myself as possible. There are soooo many new ideas! </p></article></section> ]]></dc:content>
                                                                                                                                            <link>https://www.creativebloq.com/features/how-this-artist-turned-childhood-nightmares-into-video-game-monsters</link>
                                                                            <description>
                            <![CDATA[ Just in time for Halloween, John Kenn Mortensen talks dark fantasy, drawing by hand and bringing his distinctive illustrations to FLASK. ]]>
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                                                                        <pubDate>Fri, 30 Oct 2026 15:57:20 +0000</pubDate>                                                                                                                                <updated>Fri, 30 Oct 2026 16:00:12 +0000</updated>
                                                                                                                                            <category><![CDATA[Digital Art]]></category>
                                                    <category><![CDATA[Art]]></category>
                                                                                                                    <dc:creator><![CDATA[ Ian Dean ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/quozhVpr48BAH6CBd6saBg-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Ian Dean is Editor, Digital Arts &amp; 3D at Creative Bloq, and the former editor of many leading magazines. These titles included ImagineFX, 3D World and leading video game title Official PlayStation Magazine. In his early career he wrote for music and film magazines including Uncut and SFX. Ian launched Xbox magazine X360 and edited PlayStation World. For Creative Bloq, Ian combines his experiences to bring the latest news on AI, digital art and video game art and tech, and more to Creative Bloq, and in his spare time he doodles in Procreate, ArtRage, and Rebelle while finding time to play Xbox and PS5. He&#039;s also a keen Cricut user and laser cutter fan, and is currently crafting on Glowforge and xTools M1.&lt;/p&gt; ]]></dc:description>
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                                                            <media:credit><![CDATA[Chop Chop Games]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Sketches and line art of monsters for a video game called Flask]]></media:description>                                                            <media:text><![CDATA[Sketches and line art of monsters for a video game called Flask]]></media:text>
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                                                            <title><![CDATA[ GTA 6's latest gameplay reveal is filthy, and South Park is helping Rockstar sell it ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Rockstar has found a brilliantly left-field way to show off <a href="https://www.creativebloq.com/entertainment/gaming/ps5-or-xbox-series-x-for-gta-6-this-is-the-one-id-buy">Grand Theft Auto VI</a>: by smuggling new footage into South Park. It’s one of the smartest bits of brand placement I’ve seen in a long time but its also just the right kind of unexpected disruption I'd expect from Rockstar.</p><p>Game marketing usually runs on slick trailers and carefully managed hype. A dog poo weapon demo inside a crudely animated cartoon is the opposite of that, but it works. The latest episode of South Park (or is it South America now?), ‘Guinea Pig on a Stick’, aired on 28 October and included around 20 seconds of previously unseen gameplay from the forthcoming open-world game, GTA 6.</p><p>The clip follows protagonists Jason and Lucia along a busy Vice City beach before switching to Jason, who spots a dog doing its business on the sand. The owner dutifully bags the mess, but Jason has other ideas. He throws something at the hapless dog walker, grabs the bag of poo and smacks the NPC round the face with it. Charming.</p><div class="see-more see-more--clipped"><figure><blockquote class="twitter-tweet hawk-ignore" data-lang="en" cite="https://twitter.com/cantworkitout/status/2115643120864170071"><p lang="en" dir="ltr">New gameplay from GTA 6 was shown in the latest ‘SOUTH PARK’ episode. https://t.co/gL2kRKUv2I<a href="https://twitter.com/cantworkitout/status/2115643120864170071">October 29, 2026</a></p></blockquote></figure><div class="see-more__filter"></div></div><h2 id="gta-6-gameplay-debuts-in-south-park-episode">GTA 6 gameplay debuts in South Park episode</h2><p>The visual clash is half the fun. South Park’s flat, cut-out look has barely changed in decades, and dropping a few seconds of Rockstar’s richly detailed, near-photoreal world into it makes the game’s fidelity stand out more than another polished trailer would. The footage is the real thing, too, with Rockstar Games credited in the closing credits.</p><p>From a branding point of view, it’s a refreshing move. GTA 6 is the biggest entertainment release of the year, if not the decade, and Rockstar could simply keep releasing bigger trailers and let the internet amplify them (having begun with an equally unique Netflix reveal). Instead, it’s placing the game inside a piece of pop culture that already has an audience, and a voice, of its own.</p><p>It’s in keeping with a campaign that has been playful from the start, from <a href="https://www.creativebloq.com/news/gta-6-logo">a neon logo that reads as a love letter to Vice City</a> and <a href="https://www.creativebloq.com/entertainment/gaming/gta-6-official-box-art-is-out-and-rockstar-is-leaning-hard-into-vice-city-nostalgia">box art that leans hard into PS2-era nostalgia</a> to <a href="https://www.creativebloq.com/news/gta-6-unleashes-saucy-ads-on-the-streets-of-miami">cheeky parody ads that blur reality and fiction on the streets of Miami</a>.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1000px;"><p class="vanilla-image-block" style="padding-top:56.30%;"><img id="qwabTdtRt5pHTdhRgmq9qM" name="GTA6" alt="GTA 6" src="https://cdn.mos.cms.futurecdn.net/qwabTdtRt5pHTdhRgmq9qM-1920-80.jpg" mos="" align="middle" fullscreen="" width="1000" height="563" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar Games)</span></figcaption></figure><h2 id="rockstar-39-s-new-gta-6-gameplay-in-south-park-follows-a-trend">Rockstar's new GTA 6 gameplay in South Park follows a trend</h2><p>It also doesn’t feel like an ad. South Park has been referencing GTA 6 all season, so the appearance lands as a punchline rather than a paid slot. Both brands trade on irreverence and a willingness to go further than their rivals, so the tone matches. Nothing feels forced. That’s more than can be said for the brands trying to borrow the Vice City look, <a href="https://www.creativebloq.com/news/from-burger-king-to-shrek-gta-vi-trend-jacking-is-out-of-control">from Burger King to Shrek</a>. Rockstar keeps official tie-ups tightly controlled, and <a href="https://www.creativebloq.com/design/product-design/the-usd55-gta-vi-t-shirt-is-actually-perfect">the Miami Heat’s Vice City merchandise</a> is a rare example.</p><p>There’s a nice bit of brand history here, too. The narrator of the gameplay footage is voiced by Tish Hicks, who also provided the voiceover for GTA 5’s official gameplay video back in 2013. It’s a small touch, but it’s the kind of consistency that makes a brand feel coherent over time, and longtime fans will spot it.</p><p>What I like most is that Rockstar is letting a comedy show poke fun at one of its biggest selling points: the extraordinary detail of its worlds. That apparently includes weaponising dog mess.</p><p>With GTA 6 due on 19 November, there’s still time for more surprises. If this is the template, I’d take it over another dozen predictable cinematic trailers.</p><h2 id="pre-order-gta-6-for-ps5-and-xbox-series-x-s">Pre-order GTA 6 for PS5 and Xbox Series X/S:</h2>        <div class="featured_product_block featured_block_hero" data-id="8a86dae8-d44f-11f1-9b6a-a1c8ddba23d5">            <a href="https://www.amazon.com/Grand-Theft-Auto-VI-PlayStation-Delivers/dp/B0H6K928WL/ref=sr_1_1" data-model-name="Grand Theft Auto VI - Playstation 5" data-model-brand="" ><div class='product-image-widthsetter'><p class='vanilla-image-block' data-bordeaux-image-check="" style='padding-top:115.47%';><img style="width: 100%" class="featured_image" src="https://cdn.mos.cms.futurecdn.net/yZwYvjH7HWmea2oUcxYoS4.jpg" alt="Grand Theft Auto Vi - Playstation 5 (code in Box, Delivers 11/12/26, Playable 11/19/26)" /></p></div></a>            <div class="featured_product_details_wrapper">                <div class="featured_product_title_wrapper">                                        <div class='featured__brand'>Rockstar Games</div>                                        <div class="featured__title">Grand Theft Auto VI - Playstation 5</div>                                    </div>                <div class="subtitle__description">                                                            <p></p>                </div>                            </div>        </div>        <div class="featured_product_block featured_block_hero" data-id="8a86db60-d44f-11f1-83e3-a78b742c07f5">            <a href="https://www.amazon.com/Grand-Theft-Auto-VI-PlayStation-Delivers/dp/B0H6K49W6Y/ref=sr_1_1" data-model-name="Grand Theft Auto VI - Xbox Series X/S " data-model-brand="" ><div class='product-image-widthsetter'><p class='vanilla-image-block' data-bordeaux-image-check="" style='padding-top:136.24%';><img style="width: 100%" class="featured_image" src="https://cdn.mos.cms.futurecdn.net/zWL2naQcrSmKPTeubb8jS4.jpg" alt="Grand Theft Auto Vi - Xbox Series X|s (code in Box, Delivers 11/12/26, Playable 11/19/26)" /></p></div></a>            <div class="featured_product_details_wrapper">                <div class="featured_product_title_wrapper">                                        <div class='featured__brand'>Rockstar Games</div>                                        <div class="featured__title">Grand Theft Auto VI - Xbox Series X/S </div>                                    </div>                <div class="subtitle__description">                                                            <p></p>                </div>                            </div>        </div>        <div class="featured_product_block featured_block_hero" data-id="8a86dbce-d44f-11f1-ba2e-71f8b5308405">            <a href="https://www.amazon.com/Grand-Theft-Auto-VI-Exclusive/dp/B0HJT4Z5RB/ref=sr_1_2" data-model-name="Grand Theft Auto VI: the Album" data-model-brand="" ><div class='product-image-widthsetter'><p class='vanilla-image-block' data-bordeaux-image-check="" style='padding-top:100.00%';><img style="width: 100%" class="featured_image" src="https://cdn.mos.cms.futurecdn.net/ZHvJYuChCSPXbhrZqZNoQ4.jpg" alt="Grand Theft Auto Vi: the Album (amazon Exclusive)" /></p></div></a>            <div class="featured_product_details_wrapper">                <div class="featured_product_title_wrapper">                                        <div class='featured__brand'>Atlantic Records</div>                                        <div class="featured__title">Grand Theft Auto VI: the Album</div>                                    </div>                <div class="subtitle__description">                                                            <p></p>                </div>                            </div>        </div> ]]></dc:content>
                                                                                                                                            <link>https://www.creativebloq.com/news/gta-6s-latest-gameplay-reveal-is-filthy-and-south-park-is-helping-rockstar-sell-it</link>
                                                                            <description>
                            <![CDATA[ The most entertaining bit of game marketing I've seen in a long time. ]]>
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                                                                        <pubDate>Fri, 30 Oct 2026 13:00:00 +0000</pubDate>                                                                                                                                <updated>Fri, 30 Oct 2026 16:00:11 +0000</updated>
                                                                                                                                            <category><![CDATA[Gaming]]></category>
                                                    <category><![CDATA[Entertainment]]></category>
                                                                                                                    <dc:creator><![CDATA[ Ian Dean ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/quozhVpr48BAH6CBd6saBg-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Ian Dean is Editor, Digital Arts &amp; 3D at Creative Bloq, and the former editor of many leading magazines. These titles included ImagineFX, 3D World and leading video game title Official PlayStation Magazine. In his early career he wrote for music and film magazines including Uncut and SFX. Ian launched Xbox magazine X360 and edited PlayStation World. For Creative Bloq, Ian combines his experiences to bring the latest news on AI, digital art and video game art and tech, and more to Creative Bloq, and in his spare time he doodles in Procreate, ArtRage, and Rebelle while finding time to play Xbox and PS5. He&#039;s also a keen Cricut user and laser cutter fan, and is currently crafting on Glowforge and xTools M1.&lt;/p&gt; ]]></dc:description>
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                                                            <media:credit><![CDATA[Rockstar Games / Comedy Central]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[A trailer for GTA 6 inside South Park]]></media:description>                                                            <media:text><![CDATA[A trailer for GTA 6 inside South Park]]></media:text>
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                                                            <title><![CDATA[ ‘Its sheer madness is unparalleled’: inside the production design of I Love Boosters ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Boots Riley's absurdist crime comedy I Love Boosters is far from conventional. From its stunning <a href="https://www.creativebloq.com/features/best-film-posters-all-time">movie posters</a> to its action-packed trailer, it's not a movie that comes quietly. Following a group of shoplifters as they face off against fashion mogul Christie Smith, the film soon spirals into a surreal science fiction body horror with some slicing social commentary for good measure. </p><p>But such an eccentric story needs immersive production design to match – that's where Christopher Glass comes in. To understand the meticulous practical effects process behind I Love Boosters and more, I sat down with Christopher to uncover the intricate artistry of production design and the evolution of the industry. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:4498px;"><p class="vanilla-image-block" style="padding-top:66.70%;"><img id="j6kkTdADuEuZtokgHx6uFF" name="boosters day 1-0907" alt="Behind the scenes shots of I Love Boosters production design" src="https://cdn.mos.cms.futurecdn.net/j6kkTdADuEuZtokgHx6uFF-1920-80.jpg" mos="" align="middle" fullscreen="" width="4498" height="3000" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Christopher Glass)</span></figcaption></figure><section class="article__schema-question"><h3>How has your industry changed since you first started out?</h3><article class="article__schema-answer"><p>I think beyond the obvious technological changes that have happened in the last 25 years (iPhones, iPads, Motion Capture/LED Volumes, real-time rendering and now AI) the largest conditions that have changed in the industry are economic. </p><p>The decentralization of film work from a Los Angeles hub to being scattered all over the world, chasing the latest tax rebate; the creation of IP-obsessed streaming platforms with tech companies swallowing traditional studios via ever larger mergers and acquisitions have created an environment where there is less work in general. </p></article></section><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:4500px;"><p class="vanilla-image-block" style="padding-top:66.67%;"><img id="JpotP6h6itewvDivesf9JD" name="boosters day 5-0061" alt="Behind the scenes shots of I Love Boosters production design" src="https://cdn.mos.cms.futurecdn.net/JpotP6h6itewvDivesf9JD-1920-80.jpg" mos="" align="middle" fullscreen="" width="4500" height="3000" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Christopher Glass)</span></figcaption></figure><p>When there is work, it tends to be less creative and completely risk-averse. There is a focus on collecting libraries of “content” versus actually having an interest in making great films, TV shows or commercials. That’s why movies like “I Love Boosters” and what NEON and A24 are doing is much needed today. </p><p>In an ideal world, film companies would break away from these monstrous corporations and return to smaller autonomous studios, run by people who truly care about telling unique and compelling stories.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:3000px;"><p class="vanilla-image-block" style="padding-top:149.93%;"><img id="CbUFvtitQD9t3zySF29dsC" name="boosters day 17-6339" alt="Behind the scenes shots of I Love Boosters production design" src="https://cdn.mos.cms.futurecdn.net/CbUFvtitQD9t3zySF29dsC-1920-80.jpg" mos="" align="middle" fullscreen="" width="3000" height="4498" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Christopher Glass)</span></figcaption></figure><section class="article__schema-question"><h3>What's your favourite example of practical effects in filmmaking that people often overlook?</h3><article class="article__schema-answer"><p>I think miniatures and forced perspective are my favorite practical effects, overlooked not only by audiences but also by filmmakers themselves. Filmmakers sometimes don’t know or realize these are great options for getting tangible effects in camera. </p><p>People tend to think miniatures have to be small buildings and cars. I have used 70% scale miniature “backings” to eliminate the need for LED walls or traditional translight backings. You get parallax when you move the camera. You can dress or light up windows how you want and change everything in modular ways. You can design sets with forced perspective to make things look further away or more expansive. These are techniques that have been around for over 100 years.  </p></article></section><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:4500px;"><p class="vanilla-image-block" style="padding-top:66.67%;"><img id="r2UpHapzZDx3Jvko9XyykD" name="boosters day 21-9970" alt="Behind the scenes shots of I Love Boosters production design" src="https://cdn.mos.cms.futurecdn.net/r2UpHapzZDx3Jvko9XyykD-1920-80.jpg" mos="" align="middle" fullscreen="" width="4500" height="3000" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Christopher Glass)</span></figcaption></figure><p>We used miniatures on “I Love Boosters” in a different way. Almost the entire third act is a combination of full-scale and 1/6th and 1/12th scale miniatures. We have stop-motion characters running across moving vehicles, down streets and alleys. It was an intentional choice for the handmade look. </p><p>In fact, when we were shooting, our Director Boots Riley thought some of the miniature shots started looking too real and told the folks at Blind Beagle FX (the miniature company run by Christopher Warren) to make them look more “miniature.”</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:4500px;"><p class="vanilla-image-block" style="padding-top:66.67%;"><img id="yNzH62R8VvJQvENNVX4mKD" name="boosters day 32-6234" alt="Behind the scenes shots of I Love Boosters production design" src="https://cdn.mos.cms.futurecdn.net/yNzH62R8VvJQvENNVX4mKD-1920-80.jpg" mos="" align="middle" fullscreen="" width="4500" height="3000" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Christopher Glass)</span></figcaption></figure><section class="article__schema-question"><h3>What has been your favourite project throughout your career? </h3><article class="article__schema-answer"><p>I have a few favorite projects for varying reasons. “I Love Boosters” stands out for sure. Its sheer madness and creativity are unparalleled for me. I also really loved doing the battlefield war sets for “12 Strong” – which was a completely different experience – and “The Jungle Book” will always be a special film for me. I learned a hell of a lot from that and really loved the people I worked with. </p></article></section><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:4500px;"><p class="vanilla-image-block" style="padding-top:66.67%;"><img id="R7aDkAY7YQDh3c3YsXQPsC" name="boosters day 20-8620" alt="Behind the scenes shots of I Love Boosters production design" src="https://cdn.mos.cms.futurecdn.net/R7aDkAY7YQDh3c3YsXQPsC-1920-80.jpg" mos="" align="middle" fullscreen="" width="4500" height="3000" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Christopher Glass)</span></figcaption></figure><section class="article__schema-question"><h3>What's the most challenging practical effects project you've ever worked on?</h3><article class="article__schema-answer"><p>Hands down, the Apple short film directed by Spike Jonze starring FKA Twigs called “Welcome Home.” Every detail, from the lighting, camera, props, actor choreography, music cues, and artwork, was subject to complicated practical effects and moving set pieces. </p><p>As an example, we built the apartment twice. One was “normal” and unmoving. The other one was the magic trick set where everything moved and stretched. Each moving piece affected the next, like a domino effect. </p></article></section><div class="youtube-video" data-nosnippet ><div class="video-aspect-box"><iframe data-lazy-priority="low" data-lazy-src="https://www.youtube-nocookie.com/embed/70P7-pkyP4Q" allowfullscreen=""></iframe></div></div><p>One time Spike asked me to move the coffee table about 4 inches in one direction. I had to explain to him that the metal table, with a spring-loaded stretching magazine was attached to the stretching rug, and both were bolted into moving tracks underneath the floor connected to levers hidden just out of view of the perpendicularly moving walls at the end of the room… So it wouldn’t be easy. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:75.00%;"><img id="4UXp9WhtCRtwRwg9yYSPNP" name="IMG_1119.JPG" alt="Christopher Glass production design work" src="https://cdn.mos.cms.futurecdn.net/4UXp9WhtCRtwRwg9yYSPNP-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1920" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Christopher Glass)</span></figcaption></figure><p>Everything in that set depended on precise placement, choreography and movement. Every pattern and texture of fabric had to be precisely made and printed to achieve the “pixel” stretching effect throughout. The umbrella on a stand, a bike and a lamp had to be meticulously sculpted to be extruded by movement. </p><p>The large moving wall actually hovered on air bearings and was timed to the music. The hallway was made of ribbons stretched with so much tension, it bent the original steel frame and had to be rebuilt before shooting. The list goes on and on. Nothing was easy about that project. I thought it was the end of my career, and it was all going to go down in flames. But to my pleasant surprise, we won a Gold Cannes Lion for Film Craft.</p><p>Coming in close second for most difficult was “I Love Boosters!”</p><p><em></em><a href="https://christopherglass.com/" target="_blank"><em>Discover more about Christopher Glass.</em></a></p> ]]></dc:content>
                                                                                                                                            <link>https://www.creativebloq.com/features/its-sheer-madness-is-unparalleled-inside-the-production-design-of-i-love-boosters</link>
                                                                            <description>
                            <![CDATA[ Christopher Glass discusses working on Boots Riley’s absurdist crime comedy. ]]>
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                                                                        <pubDate>Fri, 30 Oct 2026 12:00:00 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Movies & TV Shows]]></category>
                                                    <category><![CDATA[Entertainment]]></category>
                                                    <category><![CDATA[Film & Video]]></category>
                                                                                                                    <dc:creator><![CDATA[ Natalie Fear ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/ieMCBUvEp9jucaWRxi3QGg-320-70.jpg ]]></dc:source>
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                                                            <media:credit><![CDATA[Christopher Glass]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Christopher Glass work for I love Boosters ]]></media:description>                                                            <media:text><![CDATA[Christopher Glass work for I love Boosters ]]></media:text>
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                                                            <title><![CDATA[ Nothing has a secret weapon rival tech brands wish they had ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Tech brand Nothing has a rare upper hand that few of its rivals can claim – it is, I dare say, pretty cool. Already, the words 'brand' and 'cool' together irk me a bit; it feels antithetical to say a company trying to sell you things could ever truly be 'cool', but somehow Nothing has carved an identity that feels <em>real, </em>and I've been sucked right in. </p><p>From its trend-defying product design to its slick campaigns, Nothing oozes style in an effortless way that many brands will spend an eternity trying to capture. Sometimes it's not about competing for the <a href="https://www.creativebloq.com/features/best-adverts-of-all-time">best adverts </a>or the swankiest product launches, but building something authentic. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:4000px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="9pSUxnvLT7SuQde7rT5LHH" name="NOTHING-CHARLI-XCX-AIDAN-ZAMIRI-FOR-NOTHING_01_16x9" alt="Nothing X Charli XCX brand collab" src="https://cdn.mos.cms.futurecdn.net/9pSUxnvLT7SuQde7rT5LHH-1920-80.jpg" mos="" align="middle" fullscreen="" width="4000" height="2250" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Nothing / Aidan Zamiri)</span></figcaption></figure><p>Nothing has been on my radar for a while, particularly after it employed 365 party girl Charli XCX to promote its Headphone model. Nothing came out swinging, announcing Charli as its first Global Brand Ambassador, marking a distinct finger on the pulse of pop culture. With a Midas touch for all things cool, getting the BRAT composer to be the face of its brand was an instant boost in social clout.</p><p>But Nothing doesn't just embrace this party lifestyle as a fleeting trend. The return of its Club Nothing (R) initiative sees the brand support grassroots music scenes, underground parties, and alternative sound experiences with a $40,000 grant. This year's winners, Black Bass Collective, Oroko Radio, Whorechata and Signal, represent a diverse array of independent music culture, providing a much-needed boost for the struggling and uncertain status of the live music scene.   </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:590px;"><p class="vanilla-image-block" style="padding-top:55.93%;"><img id="NR42d58BFcQUH6ALdvZse7" name="unnamed" alt="Club Nothing (R) logo" src="https://cdn.mos.cms.futurecdn.net/NR42d58BFcQUH6ALdvZse7-1920-80.gif" mos="" align="middle" fullscreen="" width="590" height="330" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Nothing)</span></figcaption></figure><p>In short, Nothing's 'cool' image isn't just performative; it's productive. Often, brand philanthropy can come across as virtue signalling, but Nothing knows its place in culture and is actively helping to improve the industry that supports it. Being cool is much more than getting the latest trending celeb to rep your tech – it's about living and breathing community. </p><p>For more Nothing news, check out <a href="https://www.creativebloq.com/design/product-design/why-nothing-designs-its-phones-like-logos">why Nothing designs its phones “like logos”</a> or take a look at why the <a href="https://www.creativebloq.com/tech/phones-tablets/i-know-the-nothing-phone-4b-makes-no-sense-but-i-love-its-design">Nothing Phone (4b)</a> makes no sense, but we still love it. </p> ]]></dc:content>
                                                                                                                                            <link>https://www.creativebloq.com/features/nothing-has-a-secret-weapon-rival-tech-brands-wish-they-had</link>
                                                                            <description>
                            <![CDATA[ Why Club Nothing (R) is more than empty philanthropy. ]]>
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                                                                        <pubDate>Fri, 30 Oct 2026 11:00:00 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Branding]]></category>
                                                    <category><![CDATA[Design]]></category>
                                                    <category><![CDATA[Graphic Design]]></category>
                                                                                                                    <dc:creator><![CDATA[ Natalie Fear ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/ieMCBUvEp9jucaWRxi3QGg-320-70.jpg ]]></dc:source>
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                                                            <media:credit><![CDATA[Nothing / Aidan Zamiri]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Nothing X Charli XCX brand collab]]></media:description>                                                            <media:text><![CDATA[Nothing X Charli XCX brand collab]]></media:text>
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                                                            <title><![CDATA[ Quote of the Day by Patrick Stewart: "You will never achieve success by insuring against failure" ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Playing it safe doesn’t get you far, and <a href="https://www.creativebloq.com/creative-inspiration/advertising/these-are-the-7-wildest-perfume-ads-ive-ever-seen">Patrick Stewart</a> learned that the hard way. As we mourn his passing, it's worth reflecting on an actor who embraced challenges, took risks in his work, and gave us iconic film and theatre performances, from <a href="https://www.creativebloq.com/entertainment/movies-tv-shows/marvel-studios-bold-thunderbolts-poster-design-change-is-dividing-fans">Marvel movies</a> to <a href="https://www.creativebloq.com/news/star-trek-prodigy-logo">Star Trek</a> and Shakespeare. It's a devotion to the arts and trying new ideas that we can all be inspired by.</p><div><blockquote><p>You will never achieve success by insuring against failure</p><p>George Lucase</p></blockquote></div><p>One moment early in his career led to one of Patrick Stewart's most inspirational quotes. Near the end of his time at Bristol Old Vic Theatre School, his director Duncan Ross hauled him in for a dressing-down: Stewart was holding back, and it showed on stage. Ross’s advice stuck with him for years, when he was told: "You will never achieve success by insuring against failure".</p><p>As reported by <a href="https://www.broadwayworld.com/article/2014-Flashback-A-Years-Advice-from-the-Stars-20150102" target="_blank">Broadway World</a>, Patrick Stewart repeated that advice over the years, and it’s easy to see yourself in it. We all have a go-to subject, a favourite brush, a style we know will land. And when a sketch starts heading somewhere odd, it’s tempting to bin it and start again. Play it safe long enough, though, and you end up making the same piece on repeat.</p><p>So next time you’re facing a blank canvas, try the thing you’re not sure about. It might flop. It might also give you something you’d never have found by sticking to what works.</p><h2 id="the-star-trek-and-marvel-cinematic-universe-art-books-you-need">The Star Trek and Marvel Cinematic Universe art books you need:</h2>        <div class="featured_product_block featured_block_hero" data-id="4eabc19a-d44b-11f1-9ad7-997f47d8e5d8">            <a href="https://www.amazon.com/Marvel-Studios-Definitive-Behind-Blockbuster/dp/1419732447/ref=sr_1_4" data-model-name="The Story of Marvel Studios: the Making of the Marvel Cinematic Universe" data-model-brand="" ><div class='product-image-widthsetter'><p class='vanilla-image-block' data-bordeaux-image-check="" style='padding-top:98.60%';><img style="width: 100%" class="featured_image" src="https://cdn.mos.cms.futurecdn.net/UfSeVWeLJmbdqK6sgEgvGR.jpg" alt="The Story of Marvel Studios: the Making of the Marvel Cinematic Universe" /></p></div></a>            <div class="featured_product_details_wrapper">                <div class="featured_product_title_wrapper">                                        <div class='featured__brand'>Abrams Books</div>                                        <div class="featured__title">The Story of Marvel Studios: the Making of the Marvel Cinematic Universe</div>                                    </div>                <div class="subtitle__description">                                                            <p></p>                </div>                            </div>        </div>        <div class="featured_product_block featured_block_hero" data-id="4eabc208-d44b-11f1-b738-314e6cd2d372">            <a href="https://www.amazon.com/Star-Trek-Next-Generation-Ortiz/dp/1785653873/ref=sr_1_1" data-model-name="Star Trek the Next Generation: the Art of Juan Ortiz" data-model-brand="" ><div class='product-image-widthsetter'><p class='vanilla-image-block' data-bordeaux-image-check="" style='padding-top:150%';><img style="width: 100%" class="featured_image" src="https://cdn.mos.cms.futurecdn.net/PcSEPe6zixHehAavqnyoBR.jpg" alt="Star Trek the Next Generation: the Art of Juan Ortiz" /></p></div></a>            <div class="featured_product_details_wrapper">                <div class="featured_product_title_wrapper">                                        <div class='featured__brand'>Titan Books (UK)</div>                                        <div class="featured__title">Star Trek the Next Generation: the Art of Juan Ortiz</div>                                    </div>                <div class="subtitle__description">                                                            <p></p>                </div>                            </div>        </div>        <div class="featured_product_block featured_block_hero" data-id="4eabc26c-d44b-11f1-a81d-bf0d67f5ded0">            <a href="https://www.amazon.com/Star-Trek-Next-Generation-Technical/dp/0671704273/ref=tmm_pap_swatch_0" data-model-name="Star Trek the Next Generation: Technical Manual" data-model-brand="" ><div class='product-image-widthsetter'><p class='vanilla-image-block' data-bordeaux-image-check="" style='padding-top:129.53%';><img style="width: 100%" class="featured_image" src="https://cdn.mos.cms.futurecdn.net/WHxvnpNiW7WVnzjWetcqDR.jpg" alt="Star Trek the Next Generation: Technical Manual" /></p></div></a>            <div class="featured_product_details_wrapper">                <div class="featured_product_title_wrapper">                                        <div class='featured__brand'>Pocket Books</div>                                        <div class="featured__title">Star Trek the Next Generation: Technical Manual</div>                                    </div>                <div class="subtitle__description">                                                            <p></p>                </div>                            </div>        </div>        <div class="featured_product_block featured_block_hero" data-id="4eabc2da-d44b-11f1-9658-0fb71f097d69">            <a href="https://www.amazon.com/Star-Trek-Art-John-Eaves/dp/1785659111/ref=sr_1_8" data-model-name="Star Trek: the Art of John Eaves" data-model-brand="" ><div class='product-image-widthsetter'><p class='vanilla-image-block' data-bordeaux-image-check="" style='padding-top:118.20%';><img style="width: 100%" class="featured_image" src="https://cdn.mos.cms.futurecdn.net/3RM62mHSUrjcTDwDBKzABR.jpg" alt="Star Trek: the Art of John Eaves" /></p></div></a>            <div class="featured_product_details_wrapper">                <div class="featured_product_title_wrapper">                                        <div class='featured__brand'>Titan Books (UK)</div>                                        <div class="featured__title">Star Trek: the Art of John Eaves</div>                                    </div>                <div class="subtitle__description">                                                            <p></p>                </div>                            </div>        </div>        <div class="featured_product_block featured_block_hero" data-id="4eabc33e-d44b-11f1-9b8b-472048c7bb43">            <a href="https://www.amazon.com/Star-Trek-Picard-Art-Making/dp/1803363673/ref=sr_1_17" data-model-name="Star Trek: Picard: the Art and Making of the Series" data-model-brand="" ><div class='product-image-widthsetter'><p class='vanilla-image-block' data-bordeaux-image-check="" style='padding-top:88.20%';><img style="width: 100%" class="featured_image" src="https://cdn.mos.cms.futurecdn.net/fs8zYDmuFN6WqmkFjqBv9R.jpg" alt="Star Trek: Picard: the Art and Making of the Series" /></p></div></a>            <div class="featured_product_details_wrapper">                <div class="featured_product_title_wrapper">                                        <div class='featured__brand'>Titan Books</div>                                        <div class="featured__title">Star Trek: Picard: the Art and Making of the Series</div>                                    </div>                <div class="subtitle__description">                                                            <p></p>                </div>                            </div>        </div> ]]></dc:content>
                                                                                                                                            <link>https://www.creativebloq.com/inspiration/quote-of-the-day-by-patrick-stewart-you-will-never-achieve-success-by-insuring-against-failure</link>
                                                                            <description>
                            <![CDATA[ The need to take creative risks – make it so. ]]>
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                                                                        <pubDate>Fri, 30 Oct 2026 10:19:57 +0000</pubDate>                                                                                                                                <updated>Fri, 30 Oct 2026 10:20:20 +0000</updated>
                                                                                                                                            <category><![CDATA[Movies & TV Shows]]></category>
                                                    <category><![CDATA[Entertainment]]></category>
                                                    <category><![CDATA[Film & Video]]></category>
                                                                                                                    <dc:creator><![CDATA[ Ian Dean ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/quozhVpr48BAH6CBd6saBg-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Ian Dean is Editor, Digital Arts &amp; 3D at Creative Bloq, and the former editor of many leading magazines. These titles included ImagineFX, 3D World and leading video game title Official PlayStation Magazine. In his early career he wrote for music and film magazines including Uncut and SFX. Ian launched Xbox magazine X360 and edited PlayStation World. For Creative Bloq, Ian combines his experiences to bring the latest news on AI, digital art and video game art and tech, and more to Creative Bloq, and in his spare time he doodles in Procreate, ArtRage, and Rebelle while finding time to play Xbox and PS5. He&#039;s also a keen Cricut user and laser cutter fan, and is currently crafting on Glowforge and xTools M1.&lt;/p&gt; ]]></dc:description>
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                                                            <media:credit><![CDATA[Getty Images / Corbis Historical]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[A photo of Patrick Stewart relaxing and reading]]></media:description>                                                            <media:text><![CDATA[A photo of Patrick Stewart relaxing and reading]]></media:text>
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                                                            <title><![CDATA[ Samsung proves it’s king of the folding phones in shady Apple diss ]]></title>
                                                                                                <dc:content><![CDATA[ <p>To no one's surprise, Samsung is throwing shade at Apple again in a new Instagram post, this time targeting the iPhone Duo. Showcasing the slick build and, <em>ahem</em>, notably crack-free durability of its Z Fold models, the subtly shady ad playfully roasts the competition.</p><p>Apple and Samsung have been at war for what seems like an eternity, resulting in some of the <a href="https://www.creativebloq.com/features/best-adverts-of-all-time">best adverts</a> of all time. While brand beef can, at times, be a little overplayed, Samsung's latest ad demonstrates how it can be used to create a welcome bit of buzz for both brands. </p><div class="instagram-embed"><blockquote class="instagram-media"  data-instgrm-version="6" style="width:99.375%; width:-webkit-calc(100% - 2px); width:calc(100% - 2px);"><p><a href="https://www.instagram.com/p/DejKP3Li7Wi/" target="_blank">A post shared by FOREAL® (@weareforeal)</a></p><p>A photo posted by </p></blockquote></div><p>The ad stars a shiny green apple with a "NEW" sticker pasted on it (no points for guessing what this represents). In swoops the Galaxy Z Fold 8, slicing the competition with ease. From its thinner profile to its many generations, Samsung boasts it's been "years ahead in foldables", while the fresh apple slice struggles to fold itself. </p><p>Created by Samsung partner <a href="https://weareforeal.com/" target="_blank">FOREAL</a>, the design studio boasts, "Every frame [was] made by actual humans," joking, "We know, very 2019 of us." Fans praised the human-made design, with one writing, "Wow, beautiful effects!" while another called it a "10/10 Apple diss."</p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-exB1NO"></div>                            </div>                            <script src="https://kwizly.com/embed/exB1NO.js" async=""></script><p>For more brand beef, take a look at how <a href="https://www.creativebloq.com/design/advertising/etsy-shades-bezos-in-anti-prime-day-campaign">Etsy shaded Bezos</a> in its anti-Prime Day campaign or check out <a href="https://www.creativebloq.com/news/this-might-be-why-apple-iphone-duo-screens-are-cracking-in-exactly-the-same-place">why Apple iPhone Duo screens are cracking in exactly the same place</a>.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.creativebloq.com/news/samsung-proves-its-king-of-the-folding-phones-in-shady-apple-diss</link>
                                                                            <description>
                            <![CDATA[ Their smartphone brand beef rages on. ]]>
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                                                                        <pubDate>Fri, 30 Oct 2026 09:00:00 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Advertising]]></category>
                                                    <category><![CDATA[Design]]></category>
                                                    <category><![CDATA[Graphic Design]]></category>
                                                    <category><![CDATA[Branding]]></category>
                                                                                                                    <dc:creator><![CDATA[ Natalie Fear ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/ieMCBUvEp9jucaWRxi3QGg-320-70.jpg ]]></dc:source>
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                                                                                                                                                                                                                                    <media:description><![CDATA[Samsung ad featuring an Apple trying to fold next to the Galaxy Z Fold 8]]></media:description>                                                            <media:text><![CDATA[Samsung ad featuring an Apple trying to fold next to the Galaxy Z Fold 8]]></media:text>
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                                                            <title><![CDATA[ The Dunu Vitruvian promises DaVinci’s JM-1 warmth, trading low end for top-end sparkle ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Earphone manufacturer Dunu has just released the <a href="https://hifigo.com/products/dunu-davinci-vitruvian"><u>DaVinci Vitruvian</u></a>, a follow-up to one of the most talked-about in-ear monitors (IEMs) of recent years. For the same price as the original ($299.99), it promises a cleaner, more balanced take on the DaVinci sound, and I for one am excited to hear it. </p><p>The DaVinci was one of the early high-profile IEMs associated with the JM-1 target and the “New Meta” tuning trend. In terms a normal human can understand, that means a broadly balanced sound, with a generous dollop of extra bass and a relatively relaxed treble. In practice, many people loved its warm, full-bodied sound, but others found the bass overdone and the treble a little too subdued. Still, some of the best representatives of this sound are featured on my list of the <a href="https://www.creativebloq.com/tech/headphones-earbuds/these-best-iems-under-usd500-will-bring-you-nothing-but-joy">best IEMs under $500</a> for a reason. You'll also find them on my list of the <a href="https://www.creativebloq.com/tech/headphones-earbuds/listen-up-these-are-the-best-budget-friendly-in-ear-monitors">best budget IEMs</a> too. </p><p>On paper, the Vitruvian looks like Dunu’s answer to those critics, and suggests the brand is moving in the same direction as much of the industry: towards a more natural, neutral sound. Let's dig into what we can expect... </p><h2 id="what-39-s-changed">What's changed?</h2><p>Interestingly, Vitruvian started life as the DaVinci 2, and the first prototype essentially turned everything up: the same big bass, extra treble drivers and even a bone-conduction driver. </p><p>But then, in response to feedback at the Shenzhen International Audio Show, the brand changed tack. Consequently, it reduced the bass, boosted vocal clarity and dropped the bone-conduction driver. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:66.68%;"><img id="yuxUYCFcFzVUnQvQLfrvg3" name="DSC06633" alt="The Vitruvian earbuds stand on a suede mat in warm sunlight, one turned to show its deep red translucent shell and metal nozzle, with a gold 4.4mm plug in the foreground and a carrying case behind." src="https://cdn.mos.cms.futurecdn.net/yuxUYCFcFzVUnQvQLfrvg3-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1707" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Dunu)</span></figcaption></figure><p>The new name – inspired by Leonardo da Vinci's Vitruvian Man; a naked male figure in two overlapping poses – reflects that shift towards balance. The design pairs two dynamic drivers, one for deep sub-bass and one for bass, with five balanced armatures handling mids and treble.  </p><p>That’s one more than the DaVinci, and Dunu says the extra treble driver brings smooth, open highs with more air and no harshness. It also promises the bass hits harder and faster than before, even though there’s less of it.</p><p>In the box, you get a modular cable with swappable 3.5mm and 4.4mm plugs and 13 pairs of ear tips. The earpieces themselves sport vintage-inspired faceplates with precision gear details.</p><h2 id="industry-shift">Industry shift</h2><p>For years, the Harman target, with its boosted bass and bright upper mids, has shaped how most headphones and IEMs sound. Lately, though, brands seem to be going for something more natural.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:66.68%;"><img id="RfwUDX2S4FG4UKAxvGhcaG" name="DSC06612" alt="A pair of Dunu DaVinci Vitruvian earbuds, with sepia faceplates etched with clockwork gear drawings, sits on a dark wooden desk beside an open pocket watch, a rolled parchment and scattered brass cogs" src="https://cdn.mos.cms.futurecdn.net/RfwUDX2S4FG4UKAxvGhcaG-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1707" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Dunu)</span></figcaption></figure><p><a href="https://www.creativebloq.com/reviews/they-did-it-sennheiser-hd-480-pro-is-the-best-closed-back-headphone-ive-heard-and-its-not-even-close">Sennheiser’s HD 480 Pro</a> is a great example. In our review, we called them the best closed-back headphones we’ve heard due to their neutral, balanced sound, with just a touch of bass warmth. As for IEMs, the CrinEar Reference tops our guide to the <a href="https://www.creativebloq.com/tech/headphones-earbuds/these-best-iems-under-usd500-will-bring-you-nothing-but-joy">best IEMs under $500</a> thanks to its balanced tuning.</p><p>The Vitruvian probably won't go that far: Dunu talks up its “enveloping warmth” and “deep bass presence”, making it sound more like a nudge towards neutral than a leap. That said, for anyone who found the DaVinci’s low end overwhelming, that nudge could make all the difference. </p> ]]></dc:content>
                                                                                                                                            <link>https://www.creativebloq.com/news/the-dunu-vitruvian-promises-davincis-jm-1-warmth-trading-low-end-for-top-end-sparkle</link>
                                                                            <description>
                            <![CDATA[ Succeeding a New Meta classic, Dunu’s latest begs the question: is less sub-bass ever a good idea? ]]>
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                                                                        <pubDate>Fri, 30 Oct 2026 06:00:00 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Headphones & Earbuds]]></category>
                                                    <category><![CDATA[Tech]]></category>
                                                                                                <author><![CDATA[ journo.tommay@gmail.com (Tom May) ]]></author>                    <dc:creator><![CDATA[ Tom May ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/dT9Sds28YazWSnthFky3dW-320-70.jpg ]]></dc:source>
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                                                                                                                                                                                                                                    <media:description><![CDATA[A pair of Dunu DaVinci Vitruvian earbuds, with sepia faceplates etched with clockwork gear drawings, sits on a dark wooden desk]]></media:description>                                                            <media:text><![CDATA[A pair of Dunu DaVinci Vitruvian earbuds, with sepia faceplates etched with clockwork gear drawings, sits on a dark wooden desk]]></media:text>
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                                                            <title><![CDATA[ Apple’s touchscreen MacBook Pro makes more sense than you might think ]]></title>
                                                                                                <dc:content><![CDATA[ <p>”It doesn't work. Touch surfaces don't want to be vertical. After a short period of time you start to fatigue, and after an extended period of time your arm wants to fall off. It doesn't work, it's ergonomically terrible."</p><p>That’s what Steve Jobs said about the idea of a touchscreen MacBook in 2010. Those comments have been dredged up far and wide across the internet this week, as <a href="https://www.creativebloq.com/live/news/apple-pro-and-tell-event" target="_blank">Apple yesterday launched</a>, yes, the first ever touchscreen MacBook Pro. Clearly Apple thought the moment had finally come to give the concept a chance. And after testing it at the launch event in LA, I think the company might just be right.</p><div class="instagram-embed"><blockquote class="instagram-media"  data-instgrm-version="6" style="width:99.375%; width:-webkit-calc(100% - 2px); width:calc(100% - 2px);"><p><a href="https://www.instagram.com/p/DfDVQVwyYh_/" target="_blank">A post shared by Creative Bloq (@creativebloqofficial)</a></p><p>A photo posted by </p></blockquote></div><p>But even before touching the device, I was intrigued by Apple’s marketing of it. The name, MacBook Pro with PROLED XDR Display, makes no mention of touch (although ‘PROLED’ is up there with ‘Apple Intelligence’ as an example of the company’s hilarious penchant for ‘brandifying’ existing words and phrases). Right from the bat, it seems Apple <em>isn’t</em> trying to pitch touch as the laptop’s headline feature. Indeed, judging by the cheer in the room, you’d think the return of the illuminated Apple logo was the biggest update.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1960px;"><p class="vanilla-image-block" style="padding-top:66.68%;"><img id="Y8699oJoQom8Cx7qo8sJP6" name="IMG_0013" alt="MacBook Pro with PROLED XDR Display and Touch" src="https://cdn.mos.cms.futurecdn.net/Y8699oJoQom8Cx7qo8sJP6-1920-80.jpg" mos="" align="middle" fullscreen="" width="1960" height="1307" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="caption-text">The MacBook Pro with PROLED XDR Display and Touch was announced yesterday </span><span class="credit" itemprop="copyrightHolder">(Image credit: Apple)</span></figcaption></figure><p>When viewed as a bonus, an additional input option to sit alongside the traditional trackpad and keyboard, touch starts to make sense on the Mac. It’s useful for certain tasks, such as scrubbing through the timeline in Final Cut Pro, playing a virtual keyboard in Logic Pro, or pinching to zoom in on photos or maps. But it’s clear that, unlike the iPad, the Mac simply isn’t a touch-first device. But for creatives, a brand new input option can only be a good thing.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2420px;"><p class="vanilla-image-block" style="padding-top:68.93%;"><img id="9p9kRpwewpxRRSWqqYZUjf" name="Image 13" alt="Apple event" src="https://cdn.mos.cms.futurecdn.net/9p9kRpwewpxRRSWqqYZUjf-1920-80.jpg" mos="" align="middle" fullscreen="" width="2420" height="1668" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="caption-text">Apple CEO John Ternus launches the MacBook Pro with PROLED XDR Display in LA </span><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>It helps that Apple has got the hardware and software just right. The PROLED display is absolutely stunning, and the touch super responsive (I experienced no latency when testing the aforementioned Logic Pro keyboard). And small software touches, such as the way the close/minimise window buttons enlarge when touched, make the experience much less fiddly than you might expect.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1080px;"><p class="vanilla-image-block" style="padding-top:93.61%;"><img id="YsNLaD3JGcr42GCEkeoKmB" name="IMG_0409_still" alt="Touchscreen MacBook Pro" src="https://cdn.mos.cms.futurecdn.net/YsNLaD3JGcr42GCEkeoKmB-1920-80.jpg" mos="" align="middle" fullscreen="" width="1080" height="1011" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="caption-text">The UI has been well adjusted for touch input </span><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>But it isn’t perfect. Apple claims that it has strengthened the hinge to reduce wobble when touching the upright screen, but I still noticed a fair amount of rebound. And while testing Final Cut, there were times when I found the trackpad more accurate.</p><p>Simply put, it’s a nice-to-have. And it’s a nicer-to-have than I expected. Had Apple gone ahead and called this the ’MacBook Ultra’, my eyebrows may have raised considerably more. Because on a notebook-style laptop, a touch screen is never going to feel like an ‘Ultra’ feature. In this case, though, it’s a delightfully well-executed bonus feature. </p><p>The MacBook Pro with PROLED XDR Display is <a href="https://www.apple.com/shop/buy-mac/macbook-pro-proled-xdr" target="_blank">available to pre-order now</a>, starting at $2899. </p> ]]></dc:content>
                                                                                                                                            <link>https://www.creativebloq.com/news/apples-touchscreen-macbook-pro-makes-more-sense-than-you-might-think</link>
                                                                            <description>
                            <![CDATA[ My first impressions of the MacBook Pro with PROLED XDR Display were more positive than I expected. ]]>
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                                                                        <pubDate>Thu, 29 Oct 2026 17:08:45 +0000</pubDate>                                                                                                                                <updated>Thu, 29 Oct 2026 17:12:17 +0000</updated>
                                                                                                                                            <category><![CDATA[Product Design]]></category>
                                                    <category><![CDATA[Design]]></category>
                                                                                                                    <dc:creator><![CDATA[ Daniel John ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/YskA3seg76tnjozEnUK5yf-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Daniel John is Design Editor at Creative Bloq. He reports on the worlds of design, branding and lifestyle tech, and has covered several industry events including Milan Design Week, OFFF Barcelona and Adobe Max in Los Angeles. He has interviewed leaders and designers at brands including Apple, Microsoft and Adobe. Daniel&#039;s debut book of short stories and poems was published in 2018, and his comedy newsletter is a &lt;a href=&quot;https://danielpiper.substack.com/&quot; target=&quot;_blank&quot;&gt;Substack Bestseller&lt;/a&gt;. &lt;/p&gt; ]]></dc:description>
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                                                                                                                                                                                                                                    <media:description><![CDATA[MacBook Pro with PROLED XDR Display and Touch]]></media:description>                                                            <media:text><![CDATA[MacBook Pro with PROLED XDR Display and Touch]]></media:text>
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                                                            <title><![CDATA[ The new Atelico AI Engine gives game NPCs memories ]]></title>
                                                                                                <dc:content><![CDATA[ <p>When artists and game developers hear the term 'gen AI', they often assume it means cheaper concept art and character designs, and fewer people hired to make them. Studio Atelico is behind something else: AI that changes what happens while you play.</p><p>The independent studio has opened Early Access, by request, to the Atelico AI Engine, a toolkit for adding language models, image generation, speech systems and AI-driven character behaviour to games. It works with <a href="https://www.creativebloq.com/tag/unreal-engine">Unreal Engine</a>, <a href="https://www.creativebloq.com/features/unity-everything-you-need-to-know">Unity</a>, and <a href="https://www.creativebloq.com/3d/video-game-design/whats-new-in-godot-4-5-everything-you-need-to-know">Godot</a>, and runs on players’ own hardware rather than cloud servers.</p><p>Atelico says developers can give NPCs personalities, motivations, relationships, and memories that shape their later actions, so a character could react to something you did hours earlier instead of following a fixed dialogue tree. In a video released today, it shows some rough ideas of how this works, with the player character offering an amount for a sword and the shopkeeper 'remembering' the day before the same player offered more coins, and so he ups the price. The release doesn’t name a game that uses this system yet.</p><div class="youtube-video" data-nosnippet ><div class="video-aspect-box"><iframe data-lazy-priority="low" data-lazy-src="https://www.youtube-nocookie.com/embed/xLwBBlMYokg" allowfullscreen=""></iframe></div></div><p>Games have remembered player decisions for decades, though. Branching dialogue and reputation systems are hardly new, so the question is whether generative AI makes them more convincing, less memory-intensive, or just less predictable. An NPC that remembers you betrayed them sounds good, but if the game only gives them a different line of dialogue, that’s not much of a leap. </p><p>What matters is whether developers use those memories to change how a character behaves, so your choices feel like they count without driving the game down dead ends; after all, that shopkeeper could keep raising prices or even decide you don't have good credit, and any kingdom-saving shenanigans are over because one guy wouldn't sell you a sword.</p><h2 id="gameplay-ai-versus-asset-ai">Gameplay AI versus asset AI</h2><p>Atelico's AI Engine idea differs from simply prompting an algorithm to vibe a game or asset. Most of the backlash against AI in creative industries has centred on how it produces work. <a href="https://www.creativebloq.com/creative-inspiration/artists-stand-up-for-their-rights-against-ai-threats">Artists have objected to models trained on their work without permission</a>, and developers worry studios will use generative tools to cut costs and jobs. In the <a href="https://www.creativebloq.com/3d/video-game-design/ai-will-have-the-biggest-impact-on-the-future-of-gaming-developers-say">2026 Game Developers Conference survey</a>, 52% of industry professionals said generative AI was bad for the industry, up from 30% the year before.</p><p>Generating a background texture or creating a 3D model from a sketch or text, as <a href="https://www.creativebloq.com/news/maxon-teases-another-ai-tool-and-artists-arent-happy-despite-not-knowing-what-it-does-yet">Maxon's AI announcement is teasing</a>, and managing an NPC’s memories are different propositions. The first can replace an asset an artist might have been paid to make. The second is a gameplay system, and could give designers new ways to build interactive stories.</p><p>The two do overlap. The AI Engine also generates images, and Atelico’s debut game, <a href="https://www.creativebloq.com/3d/video-game-design/i-experienced-an-ai-first-game-in-action-and-its-a-glimpse-of-an-imperfect-future">Bobium Brawlers</a>, lets players describe a creature in plain language and get a portrait and playable deck on their phone.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1600px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="TrCKdPoG4PtnHEgUZrjtHG" name="ai-engine-2" alt="Pixel art game screens showing basic characters and a colourful simple village map, using AI Engine" src="https://cdn.mos.cms.futurecdn.net/TrCKdPoG4PtnHEgUZrjtHG-1920-80.jpg" mos="" align="middle" fullscreen="" width="1600" height="900" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Atelico)</span></figcaption></figure><p>Several questions remain open. Atelico says the engine supports open-source language models and uses its own image-generation technology, but it doesn't say how any of those models were trained. It's also unclear how much control developers have over output, or what happens when an NPC says something that undermines the story. The studio says the engine has safeguards to keep output aligned with a game’s creative direction, including a safety pipeline that rewrites problematic outputs instead of blocking them. Those claims will need testing in real games.</p><p>Running on-device means, in Atelico’s account, no recurring server costs, no network latency and player data staying on the player’s hardware. It doesn’t answer the training question, and local inference still strains players’ devices, though Atelico has the ethical agreement ARC, the <a href="https://atelico.studio/blog/introducing-arc-a-fair-contract-for-artists" target="_blank">Artist Rights Contract</a>, a creator-agreement framework that proposes upfront compensation and consent for how its AI is implemented.</p><p>I'm interested in developments like the AI Engine and <a href="https://www.creativebloq.com/news/nvidia-ace-ai-and-taylor-swift">Nvidia's similar ACE</a> platform for gen-AI NPCs, because they could lead to new gameplay ideas and ways to interact with game worlds where choice matters. An NPC that remembers what you’ve done could make a game feel personal, or at least offer choices that matter, not the illusion of choice.</p><p><a href="https://atelico.studio/" target="_blank"><em>Sign up to Atelico's Wishlist for Early Access to AI Engine</em></a><em> and see if there's anything to it.</em></p> ]]></dc:content>
                                                                                                                                            <link>https://www.creativebloq.com/news/the-new-atelico-ai-engine-gives-game-npcs-memories</link>
                                                                            <description>
                            <![CDATA[ The on-device toolkit aims to change how games are played, not replace the people who make them. ]]>
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                                                                        <pubDate>Thu, 29 Oct 2026 17:00:00 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Video Game Design]]></category>
                                                    <category><![CDATA[3D]]></category>
                                                                                                                    <dc:creator><![CDATA[ Ian Dean ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/quozhVpr48BAH6CBd6saBg-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Ian Dean is Editor, Digital Arts &amp; 3D at Creative Bloq, and the former editor of many leading magazines. These titles included ImagineFX, 3D World and leading video game title Official PlayStation Magazine. In his early career he wrote for music and film magazines including Uncut and SFX. Ian launched Xbox magazine X360 and edited PlayStation World. For Creative Bloq, Ian combines his experiences to bring the latest news on AI, digital art and video game art and tech, and more to Creative Bloq, and in his spare time he doodles in Procreate, ArtRage, and Rebelle while finding time to play Xbox and PS5. He&#039;s also a keen Cricut user and laser cutter fan, and is currently crafting on Glowforge and xTools M1.&lt;/p&gt; ]]></dc:description>
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                                                            <media:credit><![CDATA[Atelico]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[A pixel art game screen of characters holding balloons in a cafe, made using AI Engine]]></media:description>                                                            <media:text><![CDATA[A pixel art game screen of characters holding balloons in a cafe, made using AI Engine]]></media:text>
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                                                            <title><![CDATA[ The perfect closed-back wired headphones just got a $40 discount ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Closed-back headphones are notoriously difficult to tune properly. Without open grilles allowing drivers to breathe, internal cup reflections and low-end buildup can muddy the sound or result in a hollow, clinical presentation. But Sennheiser managed to crack that formula with the HD 480 Pro. Now, the upgraded bundle – the HD 480 Pro Plus (which is the same headphone, but with a cool hard carry case) – has had <a href="https://www.amazon.com/Professional-Closed-Back-Studio-Headphones-Black/dp/B0GN4RTJ7D?th=1">$40 knocked off over at Amazon</a>. </p><p>For full details on why I think this is the best closed-back headphone, head over to my detailed <a href="https://www.creativebloq.com/reviews/they-did-it-sennheiser-hd-480-pro-is-the-best-closed-back-headphone-ive-heard-and-its-not-even-close">HD 480 Pro review</a>. It's my top overall pick in my list of the <a href="https://www.creativebloq.com/tech/headphones-earbuds/ive-tried-and-tested-100-wired-headphones-and-these-are-the-best-ive-heard">best-sounding wired headphones</a> of any price. </p><p>Usually retailing at $439, the HD 480 Pro Plus package is down to $399, matching the list price of the base model while bundling Sennheiser’s dedicated protective travel case and premium accessories at no extra cost. In short: you get the best closed-back headphone out there, and a free hard travel case! </p><div class="product"><a data-dimension112="bc2ae7cc-d3b1-11f1-9c2e-8bf7ead233b7" data-action="Deal Block" data-label="HD 480 Pro" data-dimension48="HD 480 Pro" data-dimension25="$399" href="https://www.amazon.com/Professional-Closed-Back-Studio-Headphones-Black/dp/B0GN4RTJ7D?th=1" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:621px;"><p class="vanilla-image-block" style="padding-top:117.07%;"><img id="BjUe2xPSsMMA4fYcrrU99R" name="Screenshot 2026-10-16 120730" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/BjUe2xPSsMMA4fYcrrU99R-1920-80.png" mos="" align="middle" fullscreen="" width="621" height="727" attribution="" endorsement="" credit="" class="" /></p></div></div></figure></a><p>This is a great deal, especially if you're planning on travelling with your wired audiophile pair of headphones. As the HD 480 Pro only went on sale earlier this year, I'm surprised that there's any discount on them at all. Note, $399 is the exact price of the HD 480 Pro by themselves, so this deal basically means you're getting the best closed-back headphones and a free carrying case! <a class="view-deal button" href="https://www.amazon.com/Professional-Closed-Back-Studio-Headphones-Black/dp/B0GN4RTJ7D?th=1" target="_blank" rel="nofollow" data-dimension112="bc2ae7cc-d3b1-11f1-9c2e-8bf7ead233b7" data-action="Deal Block" data-label="HD 480 Pro" data-dimension48="HD 480 Pro" data-dimension25="$399">View Deal</a></p></div><h2 id="the-new-benchmark">The new benchmark</h2><p>For me, the Sennheiser HD 480 Pro is simply the finest closed-back pair I've tested, setting a fresh benchmark in a slightly compromised category.   </p><p>Any manufacturer can tune cans to sound exciting, with booming mid-bass and ear-piercing treble spikes. Sennheiser took the far more difficult route of making everything sound fundamentally <em>correct</em>. It's basically the most exciting 'boring' set I've ever heard. </p><p>Instead of the boomy, loose bass that plagues most closed-back sets, the HD 480 delivers low frequencies with speed, detail, and grip. It avoids encroaching on the lower midrange (for the most part), ensuring vocal clarity remains intact. Those vocals and acoustic instruments sound lifelike, avoiding the scooped or honky timbre common in studio tracking headphones.</p><p>Lower highs are smooth and relaxed without sacrificing detail or a sense of space, giving high-frequency elements actual body rather than harsh sizzle. I can totally understand if someone wants more treble than the 480 Pro gives, but sibilant treble is fatiguing. You don't get that issue here.  </p><p>At just 272 grams, the chassis avoids the heavy clamping force associated with traditional tracking cans. The modular architecture with washable, replaceable components also means you'll be able to hang on to yours for decades of daily listening.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.creativebloq.com/deals/the-perfect-closed-back-wired-headphones-just-got-a-usd40-discount</link>
                                                                            <description>
                            <![CDATA[ I just gave the Sennheiser HD 480 Pro a full 5 stars, so this is one to snap up. ]]>
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                                                                        <pubDate>Thu, 29 Oct 2026 16:30:00 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Headphones & Earbuds]]></category>
                                                    <category><![CDATA[Tech]]></category>
                                                                                                <author><![CDATA[ beren.neale@futurenet.com (Beren Neale) ]]></author>                    <dc:creator><![CDATA[ Beren Neale ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/fD3udAuFiVjXfUojSwZ5nf-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Beren has worked on creative tech magazines and websites at Future Publishing for nearly two decades. Cutting his teeth as Staff Writer on the digital art magazine ImagineFX, in 2012 he helped bridge the magazine/website gap as Commissioning Editor on the newly launched Creative Bloq. He went on to lead ImagineFX, the fine art mag Paint &amp; Draw, then worked on the Canon Pro Europe website. As editor of Computer Arts he led a successful redesign of the iconic design mag, then in 2020 he moved back to Creative Bloq, the biggest global art and design website. As Ecom Editor, when he&#039;s not reviewing the best audiophile headphones, ergonomic office chairs, phones, laptops, TVs and monitors, he helps digital creatives get the best deals on the kit that they need and love. &lt;/p&gt; ]]></dc:description>
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                                                                                                                                                                                                                                    <media:description><![CDATA[The Sennheiser HD 480 Pro Plus (with case). ]]></media:description>                                                            <media:text><![CDATA[The Sennheiser HD 480 Pro Plus (with case). ]]></media:text>
                                <media:title type="plain"><![CDATA[The Sennheiser HD 480 Pro Plus (with case). ]]></media:title>
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                                                            <title><![CDATA[ Mass Effect 5 art director says it's “truly heartbreaking” we'll never play his team's game ]]></title>
                                                                                                <dc:content><![CDATA[ <p>When EA announced last week that it was closing BioWare, the studio behind Mass Effect and Dragon Age, gamers worldwide howled in protest, mourning the games they'll never get to play. When footage, info, and visuals behind the cancelled Mass Effect 5, now also known as Mass Effect Universe, came to light, fans were even more distraught.</p><p>At Creative Bloq, we also felt for the artists who'll never get to build these games or see their Mass Effect 5 work seen widely. Now one of those artists has just added his voice to the chorus in quite an unexpected way. </p><p>On X, <a href="http://www.sparth.com/" target="_blank">Sparth</a> revealed that from April until last week, he'd quietly been working as art director of the Mass Effect franchise. In other words, he was responsible for what the next Mass Effect would look like. Yet now, nobody will ever see it.</p><div class="see-more see-more--clipped"><figure><blockquote class="twitter-tweet hawk-ignore" data-lang="en" cite="https://twitter.com/cantworkitout/status/2114920375952052719"><p lang="en" dir="ltr">in light of last week’s news about BioWare’s closure, I felt it was time to share something I haven’t talked about publicly: from April until last week, I was the art director of the Mass Effect franchise.<a href="https://twitter.com/cantworkitout/status/2114920375952052719">October 27, 2026</a></p></blockquote></figure><div class="see-more__filter"></div></div><p>It's a story every creative will recognise: a talented team doing some of the best work of their careers, only for it to vanish into nothing because of decisions made by people way above their pay grade.</p><h2 id="so-what-just-happened">So what just happened?</h2><p>In case you haven't been paying attention, here's a quick recap. Founded in Canada in 1995, BioWare made role-playing games where you play a character whose choices shape the story. Its Mass Effect trilogy (2007-12) became one of gaming’s most celebrated series, but recent releases disappointed, and its umbrella company EA, now carrying around $20bn of debt after a Saudi-led buyout, has cut 400 jobs and closed the studio.</p><p>Now, here's the skinny on <a href="https://www.creativebloq.com/digital-art/celebrate-decade-inspiration-worlds-best-artists-121518192">Sparth</a>. Real name Nicolas Bouvier, he's worked as a concept artist in video games since 1996, with credits including Prince of Persia: Warrior Within, the original Assassin's Creed, Halo 4, Halo 5: Guardians, and Halo Infinite.</p><p>Outside gaming, he's painted more than 100 sci-fi and fantasy book covers and authored the Structura series of art books. He's been a regular presence on Creative Bloq and our sister title <a href="https://www.creativebloq.com/author/imaginefx-staff">ImagineFX</a> over the years, sharing everything from his custom Photoshop brushes to VR sculpting experiments.</p><p>In his <a href="https://x.com/nbsparth/status/2114920375952052719" target="_blank">X thread</a>, he says it was "a privilege to work alongside such a talented team, with the shared ambition of exploring new creative territories while staying true to the legacy and spirit of the Mass Effect trilogy."</p><p>Next comes the sucker punch. "Knowing that this work will never see the light of day is truly heartbreaking. We were good at this. We really were. I'm thinking about the team, the talent, what we could have achieved."</p><p>And then, perhaps the most telling line of all: "In nearly 30 years in this industry, I've rarely seen a group so tightly knit, so experienced, and so good at working together. And I feel extremely honored to have been part of it."</p><p>As for his own future, Sparth is candid in saying: "I simply don't know. For now, I'll take some time before figuring out next steps. In the meantime, I wish everyone affected all the very best for what lies ahead."</p><h2 id="big-shoes-to-fill">Big shoes to fill</h2><p>So why is this such a big deal? Well, it's largely because of who Sparth was replacing. Derek Watts was Mass Effect's long-time art director, and the man most responsible for the trilogy's distinctive look. He retired before work on the new game was complete, and replacing him would never be easy. </p><p>Mike Gamble, BioWare's project director on Mass Effect, makes that clear in a reply to Sparth's thread. "Nic, you were incredible," he writes. "There are few people on the planet I would have chosen to replace Mr Watts after he retired, and I'm glad we got to work together." Sparth's response is characteristically modest. "Derek's legacy was everything. I was humbly an extremely dedicated participant to an amazing human adventure, thanks to you, him, and the team."</p><p>On paper, this appointment was inspired and looked set for great things. In practice, we may never see Sparth's work on the project, which EA owns. </p><h2 id="what-might-have-been">What might have been</h2><p>Agonisingly, though, we've learned a fair bit about what the team was building. An internal trailer has leaked online, reportedly revealing the title "Mass Effect: Universe", and YouTuber Dantics, who sat on a panel of fans BioWare consulted during development, has shared details that <a href="https://www.ign.com/articles/mass-effect-5-details-revealed-following-cancellation-including-hitman-style-freedom-in-missions" target="_blank">IGN says</a> it has verified.</p><div class="youtube-video" data-nosnippet ><div class="video-aspect-box"><iframe data-lazy-priority="low" data-lazy-src="https://www.youtube-nocookie.com/embed/ZOWrTNazZxM" allowfullscreen=""></iframe></div></div><p>According to Dantics, the game is set more than 600 years after the original trilogy, in a galaxy split into three rival power blocs, more like an interstellar cold war than another apocalyptic invasion. One of those, the Geth (a race of sentient machines from the original games), had become a superpower that built huge megastructures. </p><p>Players would have taken the role of a customisable secret agent, a James Bond type with experimental implants that let you see through walls and hack your surroundings. Missions would have been handcrafted, but with lots of freedom in how you tackled them, and fan-favourite character Liara was set to return.</p><p><a href="https://x.com/danticsofficial/status/2113650069904003178?s=46" target="_blank">Dantics says</a> it "looked incredible", and the responses to Sparth's thread suggest that many fans agree. "I have to say the artistic vision was/is phenomenal," writes one. "I can only imagine what else there could have been."</p><p>It'd be great if EA released some of the Mass Effect concept art one day. It would be a small but meaningful way to honour the BioWare staff who've lost their jobs. In the meantime, whatever Sparth does next, I'm sure we'll be featuring his work on Creative Bloq again soon.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.creativebloq.com/news/mass-effect-5-art-director-says-its-truly-heartbreaking-well-never-play-his-teams-game</link>
                                                                            <description>
                            <![CDATA[ Sparth says it's painful to know the artist's work won't reach players following BioWare's closure. ]]>
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                                                                        <pubDate>Thu, 29 Oct 2026 15:26:52 +0000</pubDate>                                                                                                                                <updated>Thu, 29 Oct 2026 15:27:58 +0000</updated>
                                                                                                                                            <category><![CDATA[Gaming]]></category>
                                                    <category><![CDATA[Entertainment]]></category>
                                                                                                <author><![CDATA[ journo.tommay@gmail.com (Tom May) ]]></author>                    <dc:creator><![CDATA[ Tom May ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/dT9Sds28YazWSnthFky3dW-320-70.jpg ]]></dc:source>
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                                                            <media:credit><![CDATA[Dantics/Bioware]]></media:credit>
                                                                                                                                                                        <media:description><![CDATA[A screenshot from an internal trailer for the next Mass Effect game, leaked on YouTube by Dantics]]></media:description>                                                            <media:text><![CDATA[A blue-skinned woman with crest-like head tendrils and facial markings stands in a dimly lit, red-toned room wearing a dark, high-collared outfit.]]></media:text>
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                                                            <title><![CDATA[ Croc 2: Kingdom of the Gobbos (Switch) review: this awkward '90s platformer is finally fixed ]]></title>
                                                                                                <dc:content><![CDATA[ <div  class="fancy-box"><div class="fancy_box-title">Details</div><div class="fancy_box_body"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' ><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="kkejuyeMifXTA9o2snAx3g" name="croc-2-art" caption="" alt="A bright green cartoon crocodile in the retro game Croc 2" src="https://cdn.mos.cms.futurecdn.net/kkejuyeMifXTA9o2snAx3g-1920-80.jpg" mos="" link="" align="" fullscreen="" width="" height="" attribution="" endorsement="" class="pinterest-pin-exclude" /></p></div></div><figcaption itemprop="caption description" class=""><span class="credit" itemprop="copyrightHolder">(Image credit: Argonaut Games)</span></figcaption></figure><p class="fancy-box__body-text"><strong>Publisher: </strong>Argonaut Games</p><p class="fancy-box__body-text"><strong>Developer: </strong>Titanium Studios</p><p class="fancy-box__body-text"><strong>Release date:</strong> 29 October</p><p class="fancy-box__body-text"><strong>Format:</strong> Nintendo Switch (reviewed on Switch 2), PlayStation 4, PlayStation 5, Xbox Series X|S, PC</p><p class="fancy-box__body-text"><strong>Engine:</strong> Zetta Engine / The Forge renderer</p></div></div><p>I’ve always had a love-hate relationship with <a href="https://www.creativebloq.com/3d/video-game-design/croc-remaster-revives-one-of-the-90s-best-loved-character-designs">Croc</a>. I remember playing a demo in a Virgin Megastore in Canterbury and falling in love with the little green crocodile, the daft characters, and the bright worlds, but then I played the full game, and it tested my patience. You’d line up a jump, the camera would disappear, you'd misjudge the distance, and you'd end up back at the start of the level. Charming? Yes. Infuriating? Also yes.</p><p><a href="https://www.creativebloq.com/3d/video-game-design/an-iconic-ps1-platformer-is-coming-back-with-enhanced-visuals-and-new-moves">Croc 2: Kingdom of the Gobbos</a> arrived in 1999 as an ambitious sequel for the time, with larger levels, hub worlds to explore, more secrets, and fuller controls. It was also a time when 3D platformers were still figuring out how to work in three dimensions. Super Mario 64 had set the standard for camera-relative movement, while Crash Bandicoot and <a href="https://www.creativebloq.com/news/top-video-game-character">Spyro the Dragon</a> found their own ways to make 3D spaces feel natural. Croc, like Gex and <a href="https://www.creativebloq.com/entertainment/gaming/bubsy-4d-review-not-a-cat-astrophe-but-not-purr-fect">Bubsy 3D</a>, stuck closer to tank-style controls, which could feel stiff and unresponsive.</p><p>Twenty-seven years on, that background and context matter because Croc 2 remains a curious bit of gaming history, but Argonaut has done something sensible and simple with this remaster: it’s made Croc less <em>annoying</em>.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1280px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="KReD7wRNcGk4KN7A3QhjmN" name="20261028-01M61DWSHX2WM0ZZ85HTH2E8N4-FED83986-7B66-41F1-9BFE-08B7DF13281A" alt="Screens of cartoon PS1 remaster game Croc 2" src="https://cdn.mos.cms.futurecdn.net/KReD7wRNcGk4KN7A3QhjmN-1920-80.jpg" mos="" align="middle" fullscreen="" width="1280" height="720" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Argonaut Games)</span></figcaption></figure><h2 id="croc-learns-some-new-tricks">Croc learns some new tricks</h2><p>The big change is the controls, and the difference is immediate. Croc now moves with the freedom you’d expect from a modern 3D platformer. Running, turning and jumping feel natural, transitions are smoother, and the new triple jump gives you the height to reach platforms that once demanded a fiddly mix of positioning and luck.</p><p>The improved camera helps too, especially when you’re judging a leap and trying to work out where a platform sits; those spiked pits, rope swings, and elevator platforms no longer have me tearing my hair out, thankfully, because nearly 30 years on, I have less of it to tug out in frustration. None of this sounds revolutionary, but it’s exactly what the game needed to be playable in 2026.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="7YWU8T8eztEfTBUJewUvj9" name="croc-old-new" alt="Screens of video game Croc 2, one is retro PS1 graphics the other new remaster visuals" src="https://cdn.mos.cms.futurecdn.net/7YWU8T8eztEfTBUJewUvj9-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="caption-text">You can play Croc 2 in the classic PS1 era blocky textures (left) or choose the modern remastered visuals (right). </span><span class="credit" itemprop="copyrightHolder">(Image credit: Argonaut Games)</span></figcaption></figure><p>If you grew up with the original and prefer the old tank controls and all the pain that comes with them, you can switch back. You can even mix things up, using the shoulder buttons to sidestep and line Croc up for a jump, while still using modern controls. The original experience remains: longer levels, tricky jumps, weird little characters, and collectables; you just don’t have to put up with its flaws.</p><p>The graphics get the same light touch. The old worlds are brighter and more colourful, with updated textures that freshen things up without losing the charm of those chunky, low-poly characters. Croc still looks like Croc, with boggle eyes and a little squat run, but it's sharper, cleaner, and brighter. You can flip back to the original visuals, complete with CRT scanlines, at any point from the Pause menu, and the old textures have their own scruffy charm that will take you right back to playing on the first PlayStation.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1280px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="5xBeHiU6B7R3jVJpdj4TiN" name="20261028-01M61DWEDEC8DS4714FDASTRGS-4D3CABAD-0669-4D21-BFB0-EC1D680E8D82" alt="Screens of cartoon PS1 remaster game Croc 2" src="https://cdn.mos.cms.futurecdn.net/5xBeHiU6B7R3jVJpdj4TiN-1920-80.jpg" mos="" align="middle" fullscreen="" width="1280" height="720" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Argonaut Games)</span></figcaption></figure><h2 id="a-bigger-adventure-with-some-very-odd-characters">A bigger adventure, with some very odd characters</h2><p>The adventure spans more than 40 levels across four villages: Sailor, Cossack, Caveman and Inca. It offers more variety than the first game, with different environments, missions, and vehicles. Croc can ride minecarts, race cars and speedboats, glide through the air and even fly a wooden aeroplane. But some of these mini-game-like additions are fairly basic; for example, calling them ‘speedboat’ races wouldn’t pass the Trade Description Act, maybe ‘trundle-boat racing’. Essentially, don’t expect <a href="https://www.creativebloq.com/entertainment/gaming/mario-kart-world-is-fun-but-baffling-choices-mean-it-wont-replace-mario-kart-8-deluxe">Mario Kart</a>.</p><p>Putting aside the remaster’s updates, Croc 2 remains a fairly straightforward platformer, and some levels feel like a string of small rooms with obstacles rather than carefully built playgrounds. You can collect crystals, rescue Gobbos and hunt for secrets, but don’t expect the intricate design of a modern indie platformer or even the sandbox of <a href="https://www.creativebloq.com/reviews/toy-story-retro-roundup-toy-story-3-complete-edition-review-why-you-need-to-buy-the-bundle">Toy Story 3 Complete Edition</a>.</p><p>Even with the better controls, the levels often lack depth. Some are short and sweet, others drag, and the challenge can still come down to nailing a jump rather than solving an interesting bit of level design.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1280px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="Ke9tpjsnTGFRUQFjjiMXUa" name="20261028-01M61DWBWNGQW0JEMDTPX2H4JX-A8EC118F-2A08-4E22-BF96-FBC64B672674" alt="Screens from retro remaster game Croc 2, including concept art and 3D models" src="https://cdn.mos.cms.futurecdn.net/Ke9tpjsnTGFRUQFjjiMXUa-1920-80.jpg" mos="" align="middle" fullscreen="" width="1280" height="720" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Argonaut Games)</span></figcaption></figure><p>Argonaut has made some useful behind-the-scenes changes. Footprint Gongs have been refined so respawns put you closer to where you fell, meaning less ground to cover. Anyone who remembers the original will appreciate that. You can still lose all your lives and get booted out of a level for a hard restart. There are no rewinds or quick saves to bail you out. I don’t mind, though there are moments when you wish the game were a little kinder, such as when you get close to the end of a level with one Heart remaining and a series of platforms you know will slide the little fella into a lava pool, because the game still has some historic design choices like slightly drifting momentum.</p><p>But for those of us who liked the character but struggled with the originals, this Croc 2 remaster is a much more enjoyable way back into a semi-classic game.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1280px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="XqGVzU77YhQaib4vNuCXTa" name="20261028-01M61DW9GPXZ49PB0Q9G301T1W-4844AB55-D788-41CB-8CEE-6CA3D5B8D8AF" alt="Screens from retro remaster game Croc 2, including concept art and 3D models" src="https://cdn.mos.cms.futurecdn.net/XqGVzU77YhQaib4vNuCXTa-1920-80.jpg" mos="" align="middle" fullscreen="" width="1280" height="720" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Argonaut Games)</span></figcaption></figure><h2 id="the-croc2pedia-is-a-little-treasure">The Croc2pedia is a little treasure</h2><p>I could happily have played the remaster just to see how much better it feels, but the Croc2pedia is what makes this release interesting.</p><p>This in-game museum is packed with original development material: design documents, marketing assets, 3D models, animation tests, and cut content. Poking around these old files and seeing how the game came together is a real treat. I especially liked the design files that detail how the game was pitched and what the developers wanted to achieve at the time – 360-degree movement, yay! – and the character and level models, which show the thinking behind the finished game and the ideas that were dropped along the way. Stuff like this usually vanishes into a studio archive or ends up scattered across fan sites.</p><p>The 90-minute Croc2mentary is another highlight. It pulls together interviews with members of the original and remaster teams, split into five- and ten-minute chunks, so you can dip in, watch a few and get back to the game without committing to a full documentary.</p><p>And for a series with a complex history, Croc began life as a 3D Yoshi platformer before becoming its own thing; it’s a reminder of how projects change direction and how characters and mechanics evolve as a team wrestles with creative and technical problems.</p><p>I ended up spending more time in the Croc2pedia than I did playing the game itself. Even if you’re not a Croc 2 fan, it’s well worth a look if you’re into game art, character design or world-building. As I said in my recent <a href="https://www.creativebloq.com/reviews/toy-story-retro-roundup-toy-story-3-complete-edition-review-why-you-need-to-buy-the-bundle">Joe &amp; Mac Retro Collection review</a>, the more remasters that offer historical extras, the better, and Croc 2 does it better than most.</p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/7LU8D6khs9a7KswJTJEnJa-1920-80.jpg" alt="Screens from retro remaster game Croc 2, including concept art and 3D models" /><figcaption><small role="credit">Argonaut Games</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/R6Y3oYg5qQ27PTU6W8E4da-1920-80.jpg" alt="Screens from retro remaster game Croc 2, including concept art and 3D models" /><figcaption><small role="credit">Argonaut Games</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/mh7DqxSDQEPCry9YFC3TYa-1920-80.jpg" alt="Screens from retro remaster game Croc 2, including concept art and 3D models" /><figcaption><small role="credit">Argonaut Games</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/BZwJCc7XVhoq9wzoKXfhfa-1920-80.jpg" alt="Screens from retro remaster game Croc 2, including concept art and 3D models" /><figcaption><small role="credit">Argonaut Games</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/YLNFGLMnaMoW6CtsesbQMa-1920-80.jpg" alt="Screens from retro remaster game Croc 2, including concept art and 3D models" /><figcaption><small role="credit">Argonaut Games</small></figcaption></figure></figure><h2 id="croc-2-kingdom-of-the-gobbos-is-a-fun-time-capsule">Croc 2: Kingdom of the Gobbos is a fun time capsule</h2><p>Is Croc 2: Kingdom of the Gobbos a <em>great</em> game? Not really, and it never was (don’t hate me, Croc fans). It’s cute, colourful and fun in short bursts, but the level design is simple, and it still carries the limitations of its era. It does play better than I remember, though. The new controls, triple jump, and improved camera remove much of the original's frustration. </p><p>And if you really hate yourself, you can set everything back to the original settings and remind yourself just how awkward ‘90s platformers could be. The option to switch back to tank controls and old-school visuals means you lose nothing. You can play Croc 2 as it was, or give the little mascot the freedom it probably should have had all along.</p><p>For me, the Croc2pedia is what makes this worth buying. The interviews, design documents, artwork, curated insights and cut content give an otherwise solid remaster a reason to exist beyond nostalgia. As a platformer, Croc 2 is an enjoyable little curio, but as a window into how games were made, it has teeth.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.creativebloq.com/reviews/croc-2-kingdom-of-the-gobbos-switch-review-this-awkward-90s-platformer-is-finally-fixed</link>
                                                                            <description>
                            <![CDATA[ A colourful reminder of how hard 3D platformers used to be, and the brilliant Croc2pedia museum makes this more than a nostalgia trip. ]]>
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                                                                        <pubDate>Thu, 29 Oct 2026 13:00:00 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Gaming]]></category>
                                                    <category><![CDATA[Entertainment]]></category>
                                                                                                                    <dc:creator><![CDATA[ Ian Dean ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/quozhVpr48BAH6CBd6saBg-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Ian Dean is Editor, Digital Arts &amp; 3D at Creative Bloq, and the former editor of many leading magazines. These titles included ImagineFX, 3D World and leading video game title Official PlayStation Magazine. In his early career he wrote for music and film magazines including Uncut and SFX. Ian launched Xbox magazine X360 and edited PlayStation World. For Creative Bloq, Ian combines his experiences to bring the latest news on AI, digital art and video game art and tech, and more to Creative Bloq, and in his spare time he doodles in Procreate, ArtRage, and Rebelle while finding time to play Xbox and PS5. He&#039;s also a keen Cricut user and laser cutter fan, and is currently crafting on Glowforge and xTools M1.&lt;/p&gt; ]]></dc:description>
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                                                            <media:credit><![CDATA[Argonaut Games]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[A bright green cartoon crocodile in the retro game Croc 2]]></media:description>                                                            <media:text><![CDATA[A bright green cartoon crocodile in the retro game Croc 2]]></media:text>
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                                                            <title><![CDATA[ Maxon teases another AI tool, and artists aren't happy, despite not knowing what it does yet ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Maxon teased what looks like another<a href="https://www.creativebloq.com/news/adobe-firefly-substance-3d"> AI tool for 3D artists</a> in an X video, possibly for <a href="https://www.creativebloq.com/reviews-cinema-4d-2023">Cinema 4D</a>, and the reaction isn’t good, though probably as expected. There's little detail so far, but the prospect of more AI entering creative software is already rubbing some artists the wrong way.</p><p>Over on X users bombarded the teaser video with reactions, from the somewhat restrained, “You guys are gulping the whole AI stuff without its users in mind” to the angry, “I’m going to have a good laugh when they use AI to reverse-engineer all your programs, and you go bankrupt. If you’ve got the nerve to screw us artists over, I hope you get a taste of your own medicine,” and the blunt, “A slop generator, cool”.</p><div class="see-more see-more--clipped"><figure><blockquote class="twitter-tweet hawk-ignore" data-lang="en" cite="https://twitter.com/cantworkitout/status/2115461132102074880"><p lang="en" dir="ltr">🐦‍⬛✍️Coming soon. https://t.co/6rEbIPTWBR<a href="https://twitter.com/cantworkitout/status/2115461132102074880">October 28, 2026</a></p></blockquote></figure><div class="see-more__filter"></div></div><p>Some looked beyond outrage and perhaps gave Maxon some leeway to see where this can help: “If you want to use AI in a 3D program, the most useful feature would be for making UVs. I hate UV'ing; it's like making the model again,” says a user.</p><p>Of all the comments, I find this one from ‘Augenhorn’ sums up the situation generally with AI in creative apps, with just the right balance of cynicism, scepticism and grudging concession: “This is not how people will use it. They will feed in AI slop to get out a slop Model and then fiddle around with it tiredly, only to go all the way over to get scammed by Higgsfield. Anyway, nice feature though; it’s all not your fault… love and pay C4D for 14 years now.”</p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-Wn9wre"></div>                            </div>                            <script src="https://kwizly.com/embed/Wn9wre.js" async=""></script><h2 id="maxon-embraces-generative-ai">Maxon embraces generative AI</h2><p>This isn’t Maxon’s first time with AI, and it follows Autodesk's lead in using the tech to make 3D modelling and animation more accessible. In March, Maxon announced a partnership with Tencent Cloud to bring its HY 3D generative AI engine into Cinema 4D, letting artists generate base 3D models and UVs from text prompts or image references. The plan is to let artists take those AI-generated starting points into Cinema 4D's existing tools to sculpt, refine, animate and render them. This could tease a fuller reveal of that integration.</p><p>Cinema 4D remains one of the <a href="https://www.creativebloq.com/features/best-3d-modelling-software">best 3D modelling software packages</a>, and also now supports AI assistants such as ChatGPT and Claude, which can use the software's tools to handle jobs like organising scenes, creating material variations, and setting up renders. The idea is to take some of the more repetitive work off an artist's hands while keeping them in control of the scene.</p><p>But there's a difference between an assistant that helps you get through a tedious afternoon of production work and a tool that generates 3D assets from a prompt, and artists have different opinions on where that line should sit, even as brands like Maxon, Autodesk, and Adobe begin to blur it. Maxon's AI plans have already attracted criticism, including its response to Digital Twin, its tool for placing existing 3D product models into AI-generated marketing environments.</p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/YT59cAXS7dCeFHu57BhRaK-1920-80.jpg" alt="A drawing of a crow becomes a 3D model in a Maxon AI video" /><figcaption><small role="credit">Maxon </small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/MmpjexLFF9mVCbBHxFJZPK-1920-80.jpg" alt="A drawing of a crow becomes a 3D model in a Maxon AI video" /><figcaption><small role="credit">Maxon </small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/kdmJjEntBdAQPP6BUWqhYK-1920-80.jpg" alt="A drawing of a crow becomes a 3D model in a Maxon AI video" /><figcaption><small role="credit">Maxon </small></figcaption></figure></figure><h2 id="the-wider-creative-ai-dilemma">The wider creative AI dilemma</h2><p>With all this in mind, and knowing <a href="https://www.creativebloq.com/ai/creative-job-losses-are-rising-and-we-need-to-talk-about-it" target="_blank">AI is affecting creative jobs</a>, it's unsurprising that when another AI tease appears, some artists don't exactly reach for the champagne. The bigger concern is how quickly creative software companies are embracing generative AI, and whether the promise of faster workflows is worth the potential cost to the craft and the people who make a living from it.</p><p>It's not yet clear whether this latest teaser ties into the planned <a href="https://www.creativebloq.com/ai/tencents-gamegen-o-looks-like-the-first-step-towards-an-ai-game-engine">Tencent</a> integration, Cinema 4D's existing AI assistant tools, or something entirely different. Until Maxon provides more detail, it's hard to judge what the tool will actually do, let alone whether artists should welcome it or worry about it.</p><p>Still, <a href="https://www.creativebloq.com/3d/maxon-becomes-the-new-adobe-with-unified-rebrand">Maxon</a> is finding that selling AI features to a creative audience isn't as easy as some software companies might have hoped. Artists want to see what these tools can do, but they also want to know why they're being made, how they'll fit into a real working day and what the company thinks the future of 3D art should look like.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.creativebloq.com/news/maxon-teases-another-ai-tool-and-artists-arent-happy-despite-not-knowing-what-it-does-yet</link>
                                                                            <description>
                            <![CDATA[ A potential new tool for Cinema 4D is raising more questions about the direction of creative software. ]]>
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                                                                        <pubDate>Thu, 29 Oct 2026 12:00:00 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[AI]]></category>
                                                                                                                    <dc:creator><![CDATA[ Ian Dean ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/quozhVpr48BAH6CBd6saBg-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Ian Dean is Editor, Digital Arts &amp; 3D at Creative Bloq, and the former editor of many leading magazines. These titles included ImagineFX, 3D World and leading video game title Official PlayStation Magazine. In his early career he wrote for music and film magazines including Uncut and SFX. Ian launched Xbox magazine X360 and edited PlayStation World. For Creative Bloq, Ian combines his experiences to bring the latest news on AI, digital art and video game art and tech, and more to Creative Bloq, and in his spare time he doodles in Procreate, ArtRage, and Rebelle while finding time to play Xbox and PS5. He&#039;s also a keen Cricut user and laser cutter fan, and is currently crafting on Glowforge and xTools M1.&lt;/p&gt; ]]></dc:description>
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                                                            <media:credit><![CDATA[Maxon ]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[A drawing of a crow becomes a 3D model in a Maxon AI video]]></media:description>                                                            <media:text><![CDATA[A drawing of a crow becomes a 3D model in a Maxon AI video]]></media:text>
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                                                            <title><![CDATA[ Apple is finally embracing chaos and I’m here for it ]]></title>
                                                                                                <dc:content><![CDATA[ <p>I'm calling it: Apple is finally cool. Like, Gen Z cool. For decades, the brand has been a beacon of millennial minimalism, but it seems Apple is finally embracing a bit of playfulness (although it seems some fans aren't ready). </p><p>Since the launch of the MacBook Neo, we've seen Apple opt for a quirkier marketing style, and I, for one, am here for it. From the introduction of the Lil' Finder Guy mascot to the release of some of its <a href="https://www.creativebloq.com/features/best-adverts-of-all-time">best adverts</a> to date, Apple finally feels like a brand with personality. </p><div class="instagram-embed"><blockquote class="instagram-media"  data-instgrm-version="6" style="width:99.375%; width:-webkit-calc(100% - 2px); width:calc(100% - 2px);"><p><a href="https://www.instagram.com/p/DfAPqVlGrTc/" target="_blank">A post shared by apple (@apple)</a></p><p>A photo posted by </p></blockquote></div><p>In a new <a href="https://www.instagram.com/p/DfAPqVlGrTc" target="_blank">Instagram post</a>, Apple flexed its classic #shotoniPhone campaign with a twist, showcasing the work of young creatives. From a Photo Booth inspired mirror to a larger-than-life hand-crafted iPod Nano, Gen Z are looking to the past with a contemporary twist.</p><p>"Reminds me of the 90’s PlayStation ads more of THIS please," one fan responded. "Seven photographers, one phone, and every frame feels like a different mood. It's a nice reminder that the best camera is mostly about who is holding it," another added. </p><div class="see-more see-more--clipped"><figure><blockquote class="twitter-tweet hawk-ignore" data-lang="en" cite="https://twitter.com/cantworkitout/status/2115274745176301645"><p lang="en" dir="ltr">apple this is stuff of nightmares https://t.co/0CL5UPnFQl<a href="https://twitter.com/cantworkitout/status/2115274745176301645">October 28, 2026</a></p></blockquote></figure><div class="see-more__filter"></div></div><p>Over on X, the attention was on one particular image – a high-fashion jacket comprised of tangled wired EarPods. "Apple this is stuff of nightmares," a fan on X joked. </p><p>The selected images strike a perfect balance of nostalgia and modern design. As Gen Z transforms the familiar into tactile contemporary art, there's an element of disorder and playfulness that signals Apple is finally letting go of its slick, space grey stuffiness. </p><p>For more design inspiration, check out <a href="https://www.creativebloq.com/news/apple-musics-splashy-new-logo-is-gorgeous-so-why-isnt-the-app-icon">Apple Music's new logo</a> or take a look at how this <a href="https://www.creativebloq.com/tech/i-modded-my-ipod-for-2024-and-now-it-s-my-favourite-gadget-of-the-year">modded iPod</a> became our design editor's favourite piece of tech, </p> ]]></dc:content>
                                                                                                                                            <link>https://www.creativebloq.com/news/apple-is-finally-embracing-chaos-and-im-here-for-it</link>
                                                                            <description>
                            <![CDATA[ Goodbye space grey stuffiness. ]]>
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                                                                        <pubDate>Thu, 29 Oct 2026 11:00:00 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Branding]]></category>
                                                    <category><![CDATA[Design]]></category>
                                                    <category><![CDATA[Graphic Design]]></category>
                                                                                                                    <dc:creator><![CDATA[ Natalie Fear ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/ieMCBUvEp9jucaWRxi3QGg-320-70.jpg ]]></dc:source>
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                                                            <media:credit><![CDATA[Apple/Leonardo Martines/Omar Amor]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Apple social post featuring a man wearing a jacket made of tangled earbuds]]></media:description>                                                            <media:text><![CDATA[Apple social post featuring a man wearing a jacket made of tangled earbuds]]></media:text>
                                <media:title type="plain"><![CDATA[Apple social post featuring a man wearing a jacket made of tangled earbuds]]></media:title>
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                                                            <title><![CDATA[ This horny anime food-themed tactical RPG roguelite isn't just a thirst trap, even if it will make you hungry ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Before founding Studio Daimon as an indie developer, Alfred Kamon started as a Fire Emblem modder in 2012, releasing a ROM hack called FE: Midnight Sun based on the series' GBA pixel-art iterations. Although this later became the basis for his studio's commercial debut, budget and resource limitations meant Path of the Midnight Sun became a visual novel with turn-based battles in the first-person viewpoint of retro RPGs like <a href="https://www.creativebloq.com/3d/video-game-design/why-dragon-quest-iii-hd-2d-remakes-zombie-tech-is-the-future-of-retro-gaming">Dragon Quest</a>. </p><p>But the Italian studio's crowdfunded Food Devils, due for release on 3 November on PC via Steam, is the Fire Emblem-style tactics RPG he's always wanted to make.</p><p>Beyond the grid-based battles, it's a different take on the genre, not just because it's also a roguelite. You play as the last chef in a post-apocalyptic world, hunting monsters and turning them into tasty dishes for your restaurant. You won't be alone, though, because you can also sign contracts with the Food Devils, each representing a different aspect of food throughout humanity's history.</p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/Yym56AU9K9FJF2ePuxUwg4-1920-80.jpg" alt="Concept art showin anime design characters for a fantasy video game" /><figcaption><small role="credit">Alfred Kamon</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/Wdt7R4u4PfwceNKtv89Tf4-1920-80.jpg" alt="Concept art showin anime design characters for a fantasy video game" /><figcaption><small role="credit">Alfred Kamon</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/ep3ykcG5dJrC8Gutr2Doh3-1920-80.jpg" alt="Concept art showin anime design characters for a fantasy video game" /><figcaption><small role="credit">Alfred Kamon</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/5xajDSVuh2izn9R3tSb9k7-1920-80.png" alt="Concept art showin anime design characters for a fantasy video game" /><figcaption><small role="credit">Alfred Kamon</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/fwpMwSkMHyD5Ghq5YrhAc7-1920-80.png" alt="Concept art showin anime design characters for a fantasy video game" /><figcaption><small role="credit">Alfred Kamon</small></figcaption></figure></figure><p>"When approaching such a vast theme, we wanted a mix of concepts commonly associated with food, without being too cliché," Kamon tells me. These include the Hunter Devil inspired by prehistoric cavemen and dinosaur themes, the Fisher Devil that takes the form of a refined Japanese-style swordsman (with the irony that all fish have disappeared in this world), and even a Vegan Devil, which is a twist on the typical nature theme, since it wouldn't be vegan to eat a vegetable monster.</p><p>"For each character, we went through various design phases, from initial brainstorming to a pool of three possible designs," Kamon explains. "We then put those three designs up for a vote among our VIP Kickstarter backers and collected a lot of useful feedback, which we used to create the final designs."</p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/VK3rcotZYWBDY2fhSkApm6-1920-80.png" alt="Concept art showin anime design characters for a fantasy video game" /><figcaption><small role="credit">Alfred Kamon</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/YdWArpQTYiUxobsPzrMuA6-1920-80.png" alt="Concept art showin anime design characters for a fantasy video game" /><figcaption><small role="credit">Alfred Kamon</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/tHoomqR4vtJRsfsaQ9Sbf6-1920-80.png" alt="Concept art showin anime design characters for a fantasy video game" /><figcaption><small role="credit">Alfred Kamon</small></figcaption></figure></figure><p>Given the Fire Emblem inspirations, the character design is notably influenced by anime, including the suggestive fanservice the aesthetic is also associated with. It's fair to say that a factor in the popularity of many modern JRPGs includes how visually appealing the characters are, and whether you can romance them, something Food Devils consciously leans into.</p><p>"We adore making anime games, but we also wanted the appeal of the art style to be immediately recognisable on social media, so we followed the 'meta' of the anime games community and made very appealing characters and scenes. I must say, it worked," Kamon laughs, just as aware it's not going to convert anyone who already assumes anime is for perverts. "We can’t make a game that literally everyone will love, and we want to focus on our target instead."</p><p>There's nonetheless a lot of substance to the game's loop itself, which you can also check out for yourself in a pretty meaty prologue demo that contains around 3-4 hours' worth of content, which should put to bed assumptions that it's just 'thirst trap' or 'waifu bait'. "Unfortunately, there's a tendency nowadays to associate suggestive content with low-effort bait, due to the huge number of AI-generated hentai games or the increasingly revealing characters in gacha games," Kamon admits. But even as a small remote studio that relies on outsourcing, including 2D animation and localisation, the team has kept core aspects in-house, including concept art, while layered art is prepared before being sent to freelance animators.</p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/YmHEe9rfCSN9x6nPaZezG6-1920-80.png" alt="Concept art showin anime design characters for a fantasy video game" /><figcaption><small role="credit">Alfred Kamon</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/EcdsnSJD7ZFfNYcz9aNg26-1920-80.png" alt="Concept art showin anime design characters for a fantasy video game" /><figcaption><small role="credit">Alfred Kamon</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/WPh4zhwFvitktkNSR2UCt5-1920-80.png" alt="Concept art showin anime design characters for a fantasy video game" /><figcaption><small role="credit">Alfred Kamon</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/GMPJpBgyH7QCS4mqcNaVm5-1920-80.png" alt="Concept art showin anime design characters for a fantasy video game" /><figcaption><small role="credit">Alfred Kamon</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/kPpJKsjbr6waTdPnVsGKF5-1920-80.png" alt="Concept art showin anime design characters for a fantasy video game" /><figcaption><small role="credit">Alfred Kamon</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/FpYuDKPfkTHtgrbBMtTJM5-1920-80.png" alt="Concept art showin anime design characters for a fantasy video game" /><figcaption><small role="credit">Alfred Kamon</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/qd747uE6UzVToDs2xQQtV5-1920-80.png" alt="Concept art showin anime design characters for a fantasy video game" /><figcaption><small role="credit">Alfred Kamon</small></figcaption></figure></figure><p>While the Food Devils are the obvious highlights, you can also recruit countless procedurally generated human adventurers. Creating all the possible variations arguably required far more effort and assets, even though they were intentionally designed to be less memorable.</p><p>"In a roguelike, you often lose units, and that's part of the stakes of the game (and part of the fun)," Kamon explains. "So we designed the Devils to be the main story characters, while the adventurers serve as the units that accompany you on your adventure. They're more akin to the custom heroes in Etrian Odyssey or Darkest Dungeon."</p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/ePvYMa7n7RWFSc9Fatvpz5-1920-80.png" alt="Concept art showin anime design characters for a fantasy video game" /><figcaption><small role="credit">Alfred Kamon</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/r7fmD8RLb5sTf7fjbiWMn5-1920-80.png" alt="Concept art showin anime design characters for a fantasy video game" /><figcaption><small role="credit">Alfred Kamon</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/zrvgKeJXdF97YTjvbsGpx4-1920-80.png" alt="Concept art showin anime design characters for a fantasy video game" /><figcaption><small role="credit">Alfred Kamon</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/GTgM7fV6EdvThf3WwACCA4-1920-80.png" alt="Concept art showin anime design characters for a fantasy video game" /><figcaption><small role="credit">Alfred Kamon</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/PNfAiAQBqGA85eZC2sSJ44-1920-80.png" alt="Concept art showin anime design characters for a fantasy video game" /><figcaption><small role="credit">Alfred Kamon</small></figcaption></figure></figure><p>While he admits it would have been easier to generate these units as 3D characters, the 2D character presentation, whether on the grid or side-by-side in battle, was intentionally meant to evoke the 2D Fire Emblem games. "We opted for a 'seinen' art style with thick, black lines and darker tones in character portraits, especially for the Devils," Kamon adds. "One of our main inspirations was Berserk. There's a stark contrast between how Guts and the demons are drawn and how the 'kinder' characters are. So we wanted to replicate that contrast in our aesthetic too, with the Devils and monsters versus the human adventurers and colourful food."</p><p>When it comes to designing the food, Kamon actually drew on his own experience as a home cook. "To me, food is what connects people," he concludes. "It's also one of the main reasons why I made a game about food: everyone has to eat, no matter their background. When designing the recipes, I keep this concept in mind and try to make something that I could imagine a lot of people enjoying in real life too, then swap the ingredients for monstrous ones!"</p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/nZD78TNMTWpStpuEW8k9o5-1920-80.png" alt="Concept art showin anime design characters for a fantasy video game" /><figcaption><small role="credit">Alfred Kamon</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/mtyy6uVZyvHvExLdgKdAX5-1920-80.png" alt="Concept art showin anime design characters for a fantasy video game" /><figcaption><small role="credit">Alfred Kamon</small></figcaption></figure></figure><p><em>Food Devils launches on 3 November for PC, and you can download the free </em><a href="https://store.steampowered.com/app/2861730/Food_Devils/"><em>prologue demo</em></a><em> on Steam.</em></p> ]]></dc:content>
                                                                                                                                            <link>https://www.creativebloq.com/features/this-horny-anime-food-themed-tactical-rpg-roguelite-isnt-just-a-thirst-trap-even-if-it-will-make-you-hungry</link>
                                                                            <description>
                            <![CDATA[ Food Devils is former Fire Emblem modder Alfred Kamon's take on the tactical RPG genre. ]]>
                                                                                                            </description>
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                                                                        <pubDate>Thu, 29 Oct 2026 10:00:00 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Video Game Design]]></category>
                                                    <category><![CDATA[3D]]></category>
                                                                                                                    <dc:creator><![CDATA[ Alan Wen ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/HwkMoQNtgeqaVwywWrbPhV-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Alan Wen is a freelance journalist writing about video games in the form of features, interview, previews, reviews and op-eds. Work has appeared in print including Edge, Official Playstation Magazine, GamesMaster, Games TM, Wireframe, Stuff, and online including Kotaku UK, TechRadar, FANDOM, Rock Paper Shotgun, Digital Spy, The Guardian, and The Telegraph.&lt;/p&gt; ]]></dc:description>
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                                                            <media:credit><![CDATA[ Alfred Kamon]]></media:credit>
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                                                            <title><![CDATA[ Prada's hand-drawn holiday campaign is an utter joy – and a sharp lesson for Coca-Cola ]]></title>
                                                                                                <dc:content><![CDATA[ <p>As a kid, it's natural to love Christmas. As an adult, it's natural to get stressed out by it. But I have to admit, even when I reached middle age, I was still a sucker for that "Holidays are coming" chorus from the Coke ads that herald the arrival of the festive season. </p><p>Well, until a couple of years ago, anyhow. </p><p>For the last two Christmases, unfortunately, the soft drinks giant has ruined it all for me by sticking AI-generated effects into its commercials. Not just that, but actively boasting about it. (If you were lucky enough to miss last year's monstrosity, our article <a href="https://www.creativebloq.com/creative-inspiration/advertising/coca-colas-ai-ad-just-ruined-christmas-again" target="_blank">Coca-Cola's AI ad just ruined Christmas... again</a> allows you to relive it in all its gruesome glory.)</p><div class="youtube-video" data-nosnippet ><div class="video-aspect-box"><iframe data-lazy-priority="low" data-lazy-src="https://www.youtube-nocookie.com/embed/jTiRRC-I1So" allowfullscreen=""></iframe></div></div><p>I mean, I can understand the shop down the road – the one that never seems to have any customers and is clearly operating on a shoestring – reaching for gen AI to save a few pennies. But a company valued at $400 billion? Do me a favour. </p><p>So it's a real pleasure to see Prada heading in the right direction here. Drawing Prada, its holiday campaign for 2026, brings its celeb ambassadors (Sadie Sink, Maya Hawke, Chen Haoyu, Kelvin Harrison Jr and Luther Ford) into cartoon worlds drawn entirely by hand.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="xcEWYjuhkGQRfY2pcZHLGA" name="prada5" alt="Chen Haoyu, in a black coat and spotted cap with a white Prada handbag, leans forward and points at a grinning cartoon lynx in a snowy hand-drawn forest." src="https://cdn.mos.cms.futurecdn.net/xcEWYjuhkGQRfY2pcZHLGA-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Prada)</span></figcaption></figure><p>A sardonic fox trails Maya through the snow; a goofy lynx peers out from behind a tree at Kelvin; and a trio of mice make off with Sadie's spotty loafers. It all feels very "classic Disney", and that's no coincidence.</p><p>The animation was directed by John Pomeroy, who started out at Disney in the 1970s, co-founded the studio behind The Secret of NIMH with Don Bluth, and later returned to the House of Mouse for Pocahontas. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="95H52fu8En4JMUaLVmknFA" name="prada2" alt="Kelvin Harrison Jr, in a striped knitted cardigan and beret, walks through an illustrated winter landscape carrying a brown leather Prada backpack, as a cartoon lynx peers at him from behind a tree." src="https://cdn.mos.cms.futurecdn.net/95H52fu8En4JMUaLVmknFA-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Prada)</span></figcaption></figure><p>Alongside him on the Prada campaign is lead animator Tom Bancroft, whose credits include Beauty and the Beast, Aladdin, The Lion King and Mulan.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="urGrTEB7WYoWrpDWM4CAFA" name="prada3" alt="Luther Ford, in a long brown coat and striped scarf, stands by a glowing hand-drawn fireplace as a cartoon bat carries off his black Prada shoulder bag and two white rabbits look on." src="https://cdn.mos.cms.futurecdn.net/urGrTEB7WYoWrpDWM4CAFA-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Prada)</span></figcaption></figure><p>"What's great is that John called the band back together," Tom explains in Prada's <a href="https://www.instagram.com/reels/De_szYFDtvU/" target="_blank">behind-the-scenes reel</a>. "He called a bunch of us that had been working at other studios for many years doing traditional hand drawn animation. It's great to be back and doing this for Prada."</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="WqpUk3MEPrrHwcFabZvBBA" name="prada1" alt="Maya Hawke, in a navy jacket, long skirt and brown bucket hat, hugs herself against the cold in a snowy forest, holding a small white Prada handbag, while a hand-drawn fox licks its paw" src="https://cdn.mos.cms.futurecdn.net/WqpUk3MEPrrHwcFabZvBBA-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Prada)</span></figcaption></figure><p>That experience and that enthusiasm show. Prada itself never mentions AI slop, but then it doesn't need to. This is the antidote, staring you in the face, and it's utterly delightful.</p><p>A campaign that puts experienced animators back to work, and celebrates what they do, is certainly something I'd like to see a lot more of. If a fashion house can see the value in that, then surely the world's biggest soft drinks brand can too. Over to you, Coca-Cola.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.creativebloq.com/news/pradas-hand-drawn-holiday-campaign-is-an-utter-joy-and-a-sharp-lesson-for-coca-cola</link>
                                                                            <description>
                            <![CDATA[ This pencil-and-paper magic from animation veterans is a welcome break from AI slop. ]]>
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                                                                        <pubDate>Thu, 29 Oct 2026 09:00:00 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Advertising]]></category>
                                                    <category><![CDATA[Design]]></category>
                                                    <category><![CDATA[Graphic Design]]></category>
                                                    <category><![CDATA[Branding]]></category>
                                                                                                <author><![CDATA[ journo.tommay@gmail.com (Tom May) ]]></author>                    <dc:creator><![CDATA[ Tom May ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/dT9Sds28YazWSnthFky3dW-320-70.jpg ]]></dc:source>
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                                                            <media:credit><![CDATA[Prada]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Sadie Sink, in a lilac knit and holding a white Prada shoulder bag, kneels on a wooden floor reaching for a spotted Prada loafer that three cartoon mice are carrying away.]]></media:description>                                                            <media:text><![CDATA[Sadie Sink, in a lilac knit and holding a white Prada shoulder bag, kneels on a wooden floor reaching for a spotted Prada loafer that three cartoon mice are carrying away.]]></media:text>
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                                                            <title><![CDATA[ Ever wondered what goes on inside a pair of earphones? These transparent IEMs reveal all ]]></title>
                                                                                                <dc:content><![CDATA[ <p>If you’re in the market for a pair of in-ear monitors (IEMs) that sound warm and smooth for under $200, the Aful MiracleOne is a new option that's well worth checking out (though it's a little too expensive to make my list of the <a href="https://www.creativebloq.com/tech/headphones-earbuds/listen-up-these-are-the-best-budget-friendly-in-ear-monitors">best budget IEMs under $100</a>). </p><p>After getting a few days listening to these new earphones, what's important to me is that the MiracleOne, on sale today for $199.99, prioritises comfort and design just as much as sound quality. It's enough for me to consider it for our list of <a href="https://www.creativebloq.com/tech/headphones-earbuds/these-best-iems-under-usd500-will-bring-you-nothing-but-joy">the best IEMs under $500</a>. </p><p>What am I talking about? Well, the MiracleOne uses just one driver, so it’s tiny (6mm across, where most single-driver sets use 8-10mm). That means smaller shells, lessening the strain on your ears over long sessions. And the design is a really cool transparent resin that allows you to see what's going on inside. A design choice I can definitely get behind. </p><h2 id="looks-and-specs">Looks and specs</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2000px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="TSeVaSFcCAc2CPhCQiDFpi" name="miracle-peak" alt="The Aful MiracleOne IEM." src="https://cdn.mos.cms.futurecdn.net/TSeVaSFcCAc2CPhCQiDFpi-1920-80.jpg" mos="" align="middle" fullscreen="" width="2000" height="1125" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>The shells are made from transparent resin, so you can see the gold 2-pin sockets, the acoustic tubing and a small black circuit board, finished off with a polished metal nozzle. In short, if you like seeing the gubbins in your gear – the sort of approach popularised by the Nothing range – you’ll love it. If you don't, you won't. </p><p>The driver is made from a soft, springy silicone material, and sits inside two small sound chambers designed to tune the sound. One of these is designed to take the harsh edge off high notes. The other keeps the bass tight.</p><p>Handily, the cable detaches from the earpieces, so you can replace it if it breaks. You also get a carrying case and ear tips in three styles, each of which tweaks the sound slightly (fuller, clearer or more spacious). Note that you’ll need to pick your plug when you order. The standard 3.5mm suits most people, while the 4.4mm might be better for dedicated music players and headphone amps.</p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/xeMrrvXPuCmzq2Ssn6njVJ-1920-80.jpg" alt="The Aful MiracleOne box contents on a black surface: the retail box, the clear earbuds on a round black case, a coiled silver cable, nine pairs of grey and white ear tips and the instruction manual" /><figcaption><small role="credit">Aful</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/eeS6xMotTXyKBi4id7Bu7o-1920-80.jpg" alt="A pair of transparent Aful MiracleOne earbuds rests on dark textured rock" /><figcaption><small role="credit">Aful</small></figcaption></figure></figure><p>Here's the killer question, though: how does it compare with similarly priced IEMs? Well, listening to the MiracleOne, I immediately thought of the classic New Meta <a href="https://www.creativebloq.com/tech/headphones-earbuds/a-year-on-do-the-kiwi-ears-ke4-earphones-still-deserve-the-new-meta-crown"><u>Kiwi Ears KE4</u></a> – one of our choices among the <a href="https://www.creativebloq.com/tech/headphones-earbuds/these-best-iems-under-usd500-will-bring-you-nothing-but-joy#section-the-best-bright-iem-under-500"><u>best IEMs under $500</u></a>? </p><p>The KE4 is a hybrid with two dynamic drivers and two balanced armatures, while the MiracleOne relies on just one driver. Both have a warm, easy-going sound, but the KE4’s big strength is its midrange – vocals and instruments come through rich and detailed, backed by a wad of bass that can sometimes get a bit boomy. </p><p>I'd say that both the KE4 and the MiracleOne share a similar deep, rumbling bass, but MiracleOne has better separation between that bass and the midrange. They're both smooth in the upper mids, but I feel that vocals are a little more forward with MO than the KE4.</p><p>Ultimately, I think this is a strong single-dynamic IEM that trades punches with an established classic, so it's well worth checking out. The fact that it looks better than 90% of IEMs isn't going to hurt its chances of success either. </p> ]]></dc:content>
                                                                                                                                            <link>https://www.creativebloq.com/news/ever-wondered-what-goes-on-inside-a-pair-of-earphones-these-transparent-iems-reveal-all</link>
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                            <![CDATA[ With the release of the Aful MiracleOne, we wonder: Can it take on the classic Kiwi Ears KE4? ]]>
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                                                                        <pubDate>Thu, 29 Oct 2026 08:00:00 +0000</pubDate>                                                                                                                                <updated>Thu, 29 Oct 2026 09:32:30 +0000</updated>
                                                                                                                                            <category><![CDATA[Headphones & Earbuds]]></category>
                                                    <category><![CDATA[Tech]]></category>
                                                                                                <author><![CDATA[ journo.tommay@gmail.com (Tom May) ]]></author>                    <dc:creator><![CDATA[ Tom May ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/dT9Sds28YazWSnthFky3dW-320-70.jpg ]]></dc:source>
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                                                                                                                                                                                                                                    <media:description><![CDATA[The Aful MiracleOne IEM. ]]></media:description>                                                            <media:text><![CDATA[The Aful MiracleOne IEM. ]]></media:text>
                                <media:title type="plain"><![CDATA[The Aful MiracleOne IEM. ]]></media:title>
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                                                            <title><![CDATA[ They did it! Sennheiser HD 480 Pro are the best closed-back headphones I’ve heard (and it's not even close) ]]></title>
                                                                                                <dc:content><![CDATA[ <p>I first fell in love with audiophile headphones because they offered so much more clarity, technical performance, resolution, and other words that basically mean perceived detail.</p><div  class="fancy-box"><div class="fancy_box-title">Specs</div><div class="fancy_box_body"><p class="fancy-box__body-text"><strong>Price:</strong> $399 / £339 (headphones only); $439 / £369 (with hard case)<br /><strong>Release:</strong> April 2026<br /><strong>Driver &amp; housing:</strong> 38mm dynamic driver; closed-back<br /><strong>Material:</strong> Matte composite body, metal headband slider, washable velour/fabric acoustic ear pads<br /><strong>Cable:</strong> Detachable single-sided cable connecting via a 4-pin mini-XLR port (pluggable to either ear cup); 3.5mm straight jack with screw-on 6.3mm adapter<br /><strong>Impedance:</strong> 130 Ω (at 1kHz)<br /><strong>Sensitivity:</strong> 107dB SPL (1kHz / 1Vrms) / 98dB SPL (1kHz / 1 mW)<br /><strong>Weight:</strong> 272g</p></div></div><p>The pair that first opened my eyes was the <a href="https://www.creativebloq.com/tech/headphones-earbuds/i-thought-audiophile-headphones-were-only-for-chin-scratching-posers-until-i-got-a-pair"><u>Sennheiser HD 550</u></a>, and it blew me away because its neutral/bright sound profile encouraged me to focus on higher frequency detail that I otherwise wouldn’t have noticed. The HD 550 also offers an excellent midrange with natural timbre, but it was the exciting treble that I fixated on. </p><p>The <a href="https://www.amazon.com/Professional-Closed-Back-Studio-Headphones-Black/dp/B0GMYG71TT/ref=sr_1_1?crid=39IJ2X4V6IS3S&amp;dib=eyJ2IjoiMSJ9.8yhHSaYcY_316Vlx5P5f5Er8NZcdJe_AqkC4ID2lmOYiSZm1tb0A8182Ra2yy_qCSuKkGodr6yZwOjID5_WsS2J_GVkn_X2uKau_gJuEglntnWJsZRAn6uifZ97ZhYd7VA5LqevSyrOCWDhr3ZX1ElwQ11DNr-n2Otknjino5qfSsjNbOFSE1xMeQcWz6YKRvdU_In3W6QU8P-_uke1NndgJ_1FuATaT1DjgbLFiY3k.0dCYJmkMn94giSGhb7tXKedpFbGYvn-N_-X5vwDo7C4&amp;dib_tag=se&amp;keywords=Sennheiser+HD+480+Pro&amp;qid=1793105186&amp;sprefix=sennheiser+hd+480+pro%2Caps%2C214&amp;sr=8-1&amp;ufe=app_do%3Aamzn1.fos.17d9e15d-4e43-4581-b373-0e5c1a776d5d"><u>$400 Sennheiser HD 480 Pro</u></a> isn’t here to excite you. Made for studio pros, specifically for tracking and mixing, the 480 Pro isn’t made for audiophiles, so instead of throwing fireworks at you, it delivers a neutral, balanced, accurate sound signature.</p><p>The result is the best closed-back pair of headphones that I’ve heard yet, and my new go-to recommendation if you’re looking for a set of the <a href="https://www.creativebloq.com/tech/headphones-earbuds/ive-tried-and-tested-100-wired-headphones-and-these-are-the-best-ive-heard"><u>best-sounding headphones</u></a> on sale today.  </p><h3 class="article-body__section" id="section-sound-profile"><span>Sound profile</span></h3><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2000px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="enCJuDc5F5DtF8EovwYG8V" name="480-no-flash-2" alt="Various shots of the Sennheiser HD 480 Pro headphone." src="https://cdn.mos.cms.futurecdn.net/enCJuDc5F5DtF8EovwYG8V-1920-80.jpg" mos="" align="middle" fullscreen="" width="2000" height="1125" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="caption-text">The HD 480 Pro sitting on a walnut headphone stand from Boston-based <a href="https://formandgrain.com/">Form &amp; Grain.</a> </span><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p><strong>Overall</strong>, bass and treble are gloriously well-balanced without overshadowing the midrange. That’s a feat for any type of headphone – including the more forgiving open or Bluetooth sets – let alone a closed-back pair. The overall sound is correct-sounding with a touch of warmth. Nothing is out of place, and listening to music I’ve been familiar with for several decades, it all just sounds as it should. </p><p>The only negative aspects to the 480 Pro are preference-based, as opposed to glaring tuning errors. For example, you might prefer a different approach to treble than the 480 Pro – yet the 480 Pro’s treble is the best version of its approach that I’ve heard. Altogether, this is an exceptional-sounding headphone, and the best closed-back I’ve ever used.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2000px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="UwwBFG6sdT8G6sKEXJHA8V" name="480-top" alt="Various shots of the Sennheiser HD 480 Pro headphone." src="https://cdn.mos.cms.futurecdn.net/UwwBFG6sdT8G6sKEXJHA8V-1920-80.jpg" mos="" align="middle" fullscreen="" width="2000" height="1125" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p><strong>Bass:</strong> This bass is full with plenty of detail and slam, putting a focus on sub-bass yet still offering plenty of mid-bass punch. I find this presentation detailed, with some nice ‘grip’ to it. If I’m nit-picking, I can totally see it being too much bass for audiophiles searching for Perfect Neutral, yet what’s on offer here doesn’t step on the toes of the midrange. It does, however, lend a warmth to things that some might not like (it’s definitely my jam). </p><p>You can get bigger bass in the far less expensive $160 <a href="https://www.creativebloq.com/tech/headphones-earbuds/fiios-ft1-headphones-two-years-later-theyre-still-the-best-budget-audiophile-closed-backs"><u>FiiO FT1</u></a>. However, you don’t hear bass in a vacuum, and where the FT1’s midrange’s clarity is hit by the wads of (wonderfully executed) low range, the 480 Pro’s overall balance remains faultless.  </p><p>Playing Parliament’s Give Up The Funk, I love the fullness of Bootsy Collins' guitar bass in the intro. It has body and slam, backed up with a substantial sub-bass that grounds the whole thing. On lesser sets that simply ramp up the bass, lower frequency details get lost easily, and listening to familiar music becomes frustrating – you can't hear the detail you know is there. That’s not the case with the 480 Pro. I get quality and quantity, and let there be no doubt, there’s plenty of quantity here!</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2000px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="96Tttjuq2xKYaF8VgkXL7V" name="480-main" alt="Various shots of the Sennheiser HD 480 Pro headphone." src="https://cdn.mos.cms.futurecdn.net/96Tttjuq2xKYaF8VgkXL7V-1920-80.jpg" mos="" align="middle" fullscreen="" width="2000" height="1125" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p><strong>Midrange: </strong>There’s more focus on the mid and upper mids, and less on the lower mids here. That makes the bass and lower mids seem more distinct, which is a presentation some people will love, and some will feel lacks cohesion. For me, the 480 Pro has the best of both worlds here, with the mid-bass being distinct enough from the mids so it hits hard, but not so much that the lower mids sound lean. </p><p>The ear gain region – the bane of many a headphone tuner – is exceptionally well done. I hear a little dip just before an elevation around 2.45kHz then again at 2.9-3.5 kHz, followed by a noticeable dip around 4kHz. The former elevations are never too much, and serve as extra seasoning on male and female vocals. </p><p>4kHz is actually an area which usually gives me issues, so I tend toward headphones that plateau around 2-4kHz instead of putting a spotlight on that area. The HD 480 Pro isn’t shy in this region, but it still doesn’t come across as shouty or grating. Instead, everything in the midrange comes across as timbrally correct. That’s basically the hardest thing to do with audio – any chump can make headphones sound ‘exciting’. The HD 480 Pro makes instruments and vocals sound correct, all balanced with each other. And when you put on a beautifully-produced track, the results are ‘right’.</p><div  class="fancy-box"><div class="fancy_box-title">Testing kit</div><div class="fancy_box_body"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' ><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="hycQikYWfdjpscsZFSXMAG" name="gear" caption="" alt="The Chord Mojo 2 and the Luxsin X8 DAC/Amps." src="https://cdn.mos.cms.futurecdn.net/hycQikYWfdjpscsZFSXMAG-1920-80.jpg" mos="" link="" align="" fullscreen="" width="" height="" attribution="" endorsement="" class="pinterest-pin-exclude" /></p></div></div><figcaption itemprop="caption description" class=""><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p class="fancy-box__body-text">For this review, I played through the <a data-analytics-id="inline-link" href="https://luxsinaudio.com/products/x8"><strong>Luxsin X8 </strong></a>DAC/Amp and the <a data-analytics-id="inline-link" href="https://chordelectronics.co.uk/mojo-2"><strong>Mojo 2 by Chord</strong></a>. These pairings provided ample power delivery and headroom for the headphones, maintaining a transparent, uncoloured signal path from source to transducer. Music streamed via Spotify Lossless.</p></div></div><p><strong>Treble: </strong>To my ears, there’s a generally relaxed approach to the lower treble that I initially read as dark. However, the more I listened to the 480 Pro, the more I found Sennheiser’s approach to the treble was purposeful and in accordance with the balanced approach of the bass and mids. </p><p>I get a little spice around 6.6-7kHz, a dip around 8kHz, and then a little bit more around 9kHz. But as with the ear gain region, these slight peaks give added dimension to the sound, rather than sounding piercing or sibilant. In fact, this is the smoothest detailed treble I’ve heard, whether open- or closed-back. Michael Jackson’s remarkably bright Billie Jean has all its stabbing peaks rounded off, and Lucinda Williams’ jarringly sibilant Sweet Old World blends in rather than stands out. That never happens! </p><p>Of course, as I've said, a subtle, smooth, balanced treble isn’t everyone’s idea of audiophile-grade audio (Grado still sells headphones, after all). I happen to love the HiFiMan HE1000, with its comparably elevated treble profile. I love that it, along with its incredibly open ear cups, gives me a sense of crisp detail – it’s what I think of when I think ‘audiophile’. And yet, the HE1000 isn’t a practical set for everyday use. It’s a specialised headphone for specific moments. With its balanced sound, the Sennheiser is both an everyday set for YouTube doom scrolling <em>and</em> a specialised set for critical listening. It’s a rare bird in that it excels in every area, so that it may appear unexceptional. That's far from the case. </p><h3 class="article-body__section" id="section-price-value-alternatives"><span>Price, value, alternatives</span></h3><p>At $399/£339, the Sennheiser HD 480 Pro is in a competitive price bracket. It's also in a tricky spot for budget-conscious creatives who may look to the cheaper workhorse classic, the <strong>Beyerdynamic DT 770 Pro</strong> ($200). </p><p>The value proposition here, however, is undeniable and convincing. Where the DT 770 Pro offers bucket-loads of perceived detail with its incredibly elevated, sibilant treble, the 480 Pro offers unparalleled neutrality that can be enjoyed for hours on end without fatigue. </p><p>Closed-back headphones notoriously struggle with boomy bass, due to internal acoustic reflections and resonant standing waves trapped inside the sealed ear cup. But Sennheiser tames low-end clutter <em>without</em> muddying the mix. This is really very rare. Factor in the featherlight 272g build and washable components, and it’s a brilliant, durable investment. For me, at $400, this represents excellent value. After all, it's one of the best headphones I've heard, and it will last many, many years.  </p><h3 class="article-body__section" id="section-hd-480-pro-vs-focal-azurys"><span>HD 480 Pro vs Focal Azurys</span></h3><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2000px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="ByrLwQV6PhQHqGZgeqy58V" name="480-azurys" alt="Various shots of the Sennheiser HD 480 Pro headphone." src="https://cdn.mos.cms.futurecdn.net/ByrLwQV6PhQHqGZgeqy58V-1920-80.jpg" mos="" align="middle" fullscreen="" width="2000" height="1125" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>The HD 480 Pro slams just as much as the renowned Focal Azurys in the bass, but it's cleaner and clearer, without reverting to the overly-bright approach of the Focal set.</p><p>The Azurys is a very comfortable, cool-looking pair of headphones, but it offers more of a V-shape sound profile than the perfectly-balanced HD 480. </p><p>The upside of that is that the Azurys is a more exciting, dynamic pair of headphones. More bass and more treble mean more contrast. The midrange is really good with the Azurys as well. Yet it's not the star, as it's slightly overshadowed by all the excitement. You get none of these compromises with the HD 480 Pro.</p><p>For me, the smoothness of treble in the HD 480 allows everything to pull focus, whereas the comparatively sharper Azurys can sound almost hollow in comparison. And I think this is largely down to treble, as both cans sound very similar in the midrange (and certainly graph so). </p><p>The Focal Azurys retail for $599, though you can currently (and frequently) get them for more like <a href="https://www.amazon.com/clp/B0D3LRWZV6">$449 over at Amazon</a>, and though I'd recommend them to certain people, I'd recommend the HD 480 Pro to everyone. </p><h3 class="article-body__section" id="section-hd-480-pro-vs-fiio-ft1"><span>HD 480 Pro vs FiiO FT1</span></h3><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2000px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="arKxfsFjZMqnqvio7JA68V" name="480-ft1" alt="Various shots of the Sennheiser HD 480 Pro headphone." src="https://cdn.mos.cms.futurecdn.net/arKxfsFjZMqnqvio7JA68V-1920-80.jpg" mos="" align="middle" fullscreen="" width="2000" height="1125" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>I have a <a href="https://www.creativebloq.com/tech/headphones-earbuds/fiios-ft1-headphones-two-years-later-theyre-still-the-best-budget-audiophile-closed-backs">soft spot for the FiiO FT1</a> – and not just because they are one of the best value pair of closed-back headphones in existence, at <a href="https://www.amazon.com/FiiO-FT1-Closed-Back-Headphones-Detachable/dp/B0D9QD4Y2P">$165 over at Amazon</a>. They sound fantastic, with their vaguely absurd levels of bass, which is plenty detailed and only messes with the lower mids <em>a bit</em> (coping much?!) </p><p>But A/B testing the FT1 with the HD 480 Pro, I still think it holds up... kind of. Sure it offers a more dynamic V-shape sound profile to the Sennheiser cans, but just like the Azurys, it does exciting well. The bass is definitely the boss here, but the midrange isn't just bullied around as is the case with so many bass cannons. </p><p>However, when comparing the treble responses, it's like comparing a scalpel to a sledgehammer. The HD 480 Pro walks a fine line between detail and sibilance. </p><p>Switching between the two on K-Lone’s glitchy treble showcase 'slk', the FT1 ramps up the highs, almost shouting the detail at you. While the 480 Pro conveys all the same top-end information with more body. I know that might sound weird, to refer to treble having body, but that's what I get from the 480 Pro – a far fuller picture. </p><h3 class="article-body__section" id="section-dac-amp-requirements"><span>DAC/Amp requirements</span></h3><p>The Sennheiser HD 480 Pro is relatively easy to drive despite its 130 Ω impedance, because its sensitivity is reasonably high at 107 dB SPL (1 Vrms) or 98 dB SPL (1 mW).</p><p>What that means in practice is an M-chipped MacBook or modern PC will drive the HD 480 Pro effortlessly with ample headroom. </p><p>For music listening, a $9 Apple dongle will give you all the clean power you actually need. The only real limitation would be maximum volume if you're working with quiet, uncompressed studio recordings – which I don't! </p><p>Bottom line: for the majority of music fans thinking about buying the HD 480 Pro, as long as you have a $9 Apple dongle, you're golden. </p><h3 class="article-body__section" id="section-build-comfort"><span>Build &amp; comfort</span></h3><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2000px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="3e8cUJ34mMJqxF68W8PU8V" name="480-headband" alt="Various shots of the Sennheiser HD 480 Pro headphone." src="https://cdn.mos.cms.futurecdn.net/3e8cUJ34mMJqxF68W8PU8V-1920-80.jpg" mos="" align="middle" fullscreen="" width="2000" height="1125" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>Build and comfort are big wins for the <a href="https://www.amazon.com/Professional-Closed-Back-Studio-Headphones-Black/dp/B0GN4RTJ7D"><strong>Sennheiser HD 480 Pro</strong></a>. Although it may look like a lot of other headphones, this set really is amongst the most comfortable out there. </p><p>It's the combination of light plastic, stainless spring steel, and soft velour ear cups that make this a durable, lightweight headphone that doesn't register even after hours of use. And with that steel, you know this headphone is going to retain its shape, no matter how it's treated. </p><p>This level of comfort is rare on a single headband headphone (ie, not headphones with dedicated comfort straps to distribute the weight on your head). I've previously had to add an additional <a href="https://capraaudio.com/">Capra strap</a> to make most single-band headphones bearable – such as the <a href="https://www.creativebloq.com/tech/headphones-earbuds/fiios-ft1-headphones-two-years-later-theyre-still-the-best-budget-audiophile-closed-backs"><strong>FiiO FT1</strong></a>, or the <a href="https://www.creativebloq.com/tech/headphones-earbuds/the-new-hedd-d1-headphones-could-be-your-perfect-intro-to-audiophile-headphones"><strong>HEDD D1</strong></a>. And all these super light materials are replaceable – the detachable headband padding is even washable! </p><p>The width and depth of the ear cups are such that my average-sized ears never touch the driver housing, and the depth and soft materials of the cups mean that the passive isolation is excellent.. This is actually one of the highlights for me, as I work in a home office with my beautiful (noisy!) wife and an equally beautiful, noisy gaming PC. With the 480 Pro, I get to immerse myself in great sound, and not be distracted by either. </p><p>This is a well-designed headphone that's not built for show, but is built to last a very long time. For $400, this should be the standard – if I'm going to spend $400 on headphones, I want to be listening to them in 20 years' time. And there's no reason that won't be the case with the HD 480 Pro. </p><h3 class="article-body__section" id="section-should-you-buy-it"><span>Should you buy it? </span></h3><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2000px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="K2YJQYWGZf5uxGPjtSbA8V" name="480-no-flash" alt="Various shots of the Sennheiser HD 480 Pro headphone." src="https://cdn.mos.cms.futurecdn.net/K2YJQYWGZf5uxGPjtSbA8V-1920-80.jpg" mos="" align="middle" fullscreen="" width="2000" height="1125" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>I've given this pair of headphones a full five stars, so the answer is obviously, 'yes, yes, yes – of course you should buy it'. But that doesn't mean they're for everyone. </p><p>So, who is this headphone <em>not</em> for? I think any audiophile who wants a detail monster set that offers high-treble sizzle excitement and accompanying hearing loss should give the 480 Pro a miss. Instead, pick up a HiFiMan– my current favourite is the <a href="https://www.creativebloq.com/tech/headphones-earbuds/these-headphones-were-usd3-000-back-in-2015-at-usd949-today-theyre-my-value-high-end-cans-of-choice"><strong>HiFiMan HE1000 Stealth</strong></a>. </p><p>The Sennheiser 480 Pro doesn't get in the way of the music. It presents it honestly and clearly. It lacks the fireworks of the more exciting sets out there, but this is a pair of headphones that you can use all day, every day with absolutely no issues – in sound or comfort. </p><p>If you want timbral accuracy, supreme comfort, and the passive isolation benefits of a closed-back, there is currently no better option than the Sennheiser 480 Pro. </p><div data-widget-type="merchantlink" data-model-name="Sennheiser HD 480 Pro"></div> ]]></dc:content>
                                                                                                                                            <link>https://www.creativebloq.com/reviews/they-did-it-sennheiser-hd-480-pro-is-the-best-closed-back-headphone-ive-heard-and-its-not-even-close</link>
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                            <![CDATA[ The comfort and build are supreme, too. ]]>
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                                                                        <pubDate>Wed, 28 Oct 2026 16:42:10 +0000</pubDate>                                                                                                                                <updated>Wed, 28 Oct 2026 23:01:20 +0000</updated>
                                                                                                                                            <category><![CDATA[Headphones & Earbuds]]></category>
                                                    <category><![CDATA[Tech]]></category>
                                                                                                <author><![CDATA[ beren.neale@futurenet.com (Beren Neale) ]]></author>                    <dc:creator><![CDATA[ Beren Neale ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/fD3udAuFiVjXfUojSwZ5nf-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Beren has worked on creative tech magazines and websites at Future Publishing for nearly two decades. Cutting his teeth as Staff Writer on the digital art magazine ImagineFX, in 2012 he helped bridge the magazine/website gap as Commissioning Editor on the newly launched Creative Bloq. He went on to lead ImagineFX, the fine art mag Paint &amp; Draw, then worked on the Canon Pro Europe website. As editor of Computer Arts he led a successful redesign of the iconic design mag, then in 2020 he moved back to Creative Bloq, the biggest global art and design website. As Ecom Editor, when he&#039;s not reviewing the best audiophile headphones, ergonomic office chairs, phones, laptops, TVs and monitors, he helps digital creatives get the best deals on the kit that they need and love. &lt;/p&gt; ]]></dc:description>
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                                                                                                                                                                                                                                    <media:description><![CDATA[The Sennheiser HD 480 Pro surrounded by greenery. ]]></media:description>                                                            <media:text><![CDATA[The Sennheiser HD 480 Pro surrounded by greenery. ]]></media:text>
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                                                            <title><![CDATA[ Joe & Mac Retro Collection (Switch 2) review: the '90s caveman roundup inherits its flaws as well as its fun ]]></title>
                                                                                                <dc:content><![CDATA[ <div  class="fancy-box"><div class="fancy_box-title">Details</div><div class="fancy_box_body"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' ><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="4jB3XGTm5rPDRHqXK9FGvk" name="joe-mac-main" caption="" alt="2D art for Joe &amp; Mac Retro Collection showing cavemen and cartoon dinosaurs" src="https://cdn.mos.cms.futurecdn.net/4jB3XGTm5rPDRHqXK9FGvk-1920-80.jpg" mos="" link="" align="" fullscreen="" width="" height="" attribution="" endorsement="" class="pinterest-pin-exclude" /></p></div></div><figcaption itemprop="caption description" class=""><span class="credit" itemprop="copyrightHolder">(Image credit: Red Art Games / Data East)</span></figcaption></figure><p class="fancy-box__body-text"><strong>Publisher: </strong>Red Art Games</p><p class="fancy-box__body-text"><strong>Developer:</strong> Red Art Studios (Data East originals)</p><p class="fancy-box__body-text"><strong>Release date:</strong> 29 October 2026 (Digital), 2027 (Physical)</p><p class="fancy-box__body-text"><strong>Price:</strong> $19.99 / £19.99 (digital)</p><p class="fancy-box__body-text"><strong>Platform:</strong> Switch (reviewed), Switch 2, PS5, Xbox Series X/S, PC</p><p class="fancy-box__body-text"><strong>Engine:</strong> Emulation</p></div></div><p>I always preferred Bonk!'s oddball platforming and Toki's tighter, almost shooter-like design to the Joe &amp; Mac series, but in the early ’90s, if you owned a console, you needed Data East's caveman ninja. The cavemen were daft, the dinosaurs were enormous, and the colours leapt from my old CRT. I was happy to revisit these games on Switch 2 (I'm playing the Switch edition), but I wasn’t expecting the two sequels to leave the biggest impression.</p><p>The <a href="https://www.creativebloq.com/entertainment/gaming/joe-and-mac-retro-collection-is-bringing-back-the-gloriously-weird-art-of-16-bit-gaming">Joe &amp; Mac Retro Collection</a> brings together three Data East SNES games: Joe &amp; Mac: Caveman Ninja, Congo’s Caper, and Joe &amp; Mac 2: Lost in the Tropics (known as Joe &amp; Mac 3 in Japan). They’re all variations on the same prehistoric platforming idea, but each takes it in a slightly different direction. The original is an arcade conversion, Congo’s Caper is a proper console platformer of the era, and the third game adds a small map, some exploration and the option to build a camp and woo cave girls. Well, you didn’t get that in Toki.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1280px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="3hkcncva7y3nvum8is5w5R" name="20261026-01M5W7BBWC9HQQQQB1GHTPZSD6-3D965D08-1579-4C38-932B-D2D6F1A67150" alt="A cartoon caveman on a water fountain in Joe &amp; Mac Retro Collection" src="https://cdn.mos.cms.futurecdn.net/3hkcncva7y3nvum8is5w5R-1920-80.jpg" mos="" align="middle" fullscreen="" width="1280" height="720" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="caption-text">Lost in the Tropics is full of fun little animated touches, like when you're fired up the screen on a water spout.  </span><span class="credit" itemprop="copyrightHolder">(Image credit: Red Art Games / Data East)</span></figcaption></figure><h2 id="three-caveman-games-three-different-takes">Three caveman games, three different takes</h2><p>The original Joe &amp; Mac is the simplest of the bunch. You run, jump and fling weapons at dinosaurs and other prehistoric nasties, moving through colourful stages until you reach the next boss. It’s straightforward arcade stuff, and the loose animation makes it easy to forgive the old-school frustrations like sudden deaths, enemies respawning just off-screen, and forced weapon pick-ups that make life harder (does anyone really like the stone wheel throwables?).</p><p>The dinosaur designs are still adorable. Their eyes bulge when they’re hit, and their little bodies wobble, and even getting battered by one is funny to watch. The bosses, though, rarely offer much of a challenge, and the action doesn’t have the staying power of the games that follow.</p><p>Congo’s Caper is where things get more interesting. Its core design has more in common with Sonic the Hedgehog and Kid Chameleon than the arcade original, with greater emphasis on platforming, exploration, and finding things tucked away off the main route. Hidden rooms and collectables give you a reason to poke around, and the climbable vines that grow up the screen are a lovely bit of old-school design. Take the easy route, or hang around while the vines grow and see how far up you can get?</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1280px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="ZFMq7bj8qnqgGpDgbR85vZ" name="20261026-01M5W7BGY7TR1SE6M7R60EKQNN-51596947-E011-4EF2-95A8-1128333DC8A1" alt="A cartoon dinosaur stares at a monkey in game Joe &amp; Mac Retro Collection" src="https://cdn.mos.cms.futurecdn.net/ZFMq7bj8qnqgGpDgbR85vZ-1920-80.jpg" mos="" align="middle" fullscreen="" width="1280" height="720" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="caption-text">All three games in the Joe &amp; Mac Retro Collection have the same cute approach to character design. </span><span class="credit" itemprop="copyrightHolder">(Image credit: Red Art Games / Data East)</span></figcaption></figure><p>Then there’s Joe &amp; Mac 2: Lost in the Tropics (erm, 3?), which returns to the original's action-platform template but takes it a step further. There’s a map, you choose which levels to tackle, and between bouts of dinosaur-bashing you can build a camp and woo cave girls by spending collected stone coins on flowers. It’s a much bigger game than the original, with a bolder art direction and more to do than just reach the end of a stage.</p><p>I can’t escape the feeling that this one owes something to Toki. The bigger pixel designs and seed-spitting combat remind me of that game’s mix of shooting and traversal. The ground shifts beneath your ape’s weight, ice makes him slide, and the levels offer more than just platforms and enemies to clear. It borrows from a good source, and the extra ideas work.</p><p>Having all three together lets you watch the series work through those ideas. The first game nails the basic formula; Congo’s Caper makes platforming the main thing in a very 90s console-specific way – more complex levels, secrets, power upgrades, collectables – and Lost in the Tropics brings the two together with <em>some</em> exploration and more ways to dispatch dinosaurs. Most people will remember the original, but the sequels have more legs, more ideas and, in 2026, more playability.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1280px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="MLNDK2x484BRMXpECfMrxX" name="20261026-01M5W7BRDM98K26EBFTYNY0YW6-2CAD5DF1-0D9D-4D78-80EF-1C565A8433F4" alt="A cavemen hits a dinosaur in Joe &amp; Mac Retro Collection" src="https://cdn.mos.cms.futurecdn.net/MLNDK2x484BRMXpECfMrxX-1920-80.jpg" mos="" align="middle" fullscreen="" width="1280" height="720" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="caption-text">Hitting the game's dinosaurs results in comical boggle-eyed expressions. </span><span class="credit" itemprop="copyrightHolder">(Image credit: Red Art Games / Data East)</span></figcaption></figure><h2 id="bosses-bonkers-animation-and-rewind">Bosses, bonkers animation and rewind</h2><p>The art is what keeps me coming back, and honestly, it's what I loved about these games back in the '90s. These games are bright, chunky, and full of character, with exaggerated 16-bit animation that makes everything feel slightly over-the-top and vibrant. The bosses show it off best in their exaggerated, head-heavy designs and attack methods: a T-Rex spits its caveman lunch, and a diplodocus spurts water jets.</p><p>The new Boss Rush mode lets you take on the bosses from all three games in succession. The later games offer more variety, and it’s a good excuse to enjoy the designs without replaying entire levels. I particularly like how Lost in the Tropics teases its bosses before you fight them. The triceratops that smashes through an ice wall piece by piece is wonderfully dramatic. The effect is simple, but the build-up makes the reveal land.</p><p>Red Art Games has included the modern conveniences you’d hope for. Rewind rescues you when an old platformer catches you out, and save states mean you don’t have to replay the same sections to get back to where you were. It also offers an optional CRT filter and a selection of custom frames, which smooth out the old pixels like the TVs would.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1280px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="CFuGjebgq2BPSSsVFehGKn" name="20261026-01M5W7BKC96YN816A8K65S8C8F-98217219-ADC2-4498-AE01-EA920C8278B9" alt="A boy swings on a tree in game Joe &amp; Mac Retro Collection" src="https://cdn.mos.cms.futurecdn.net/CFuGjebgq2BPSSsVFehGKn-1920-80.jpg" mos="" align="middle" fullscreen="" width="1280" height="720" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="caption-text">Congo’s Caper has a unique swinging and climbing mechanic for exploration. </span><span class="credit" itemprop="copyrightHolder">(Image credit: Red Art Games / Data East)</span></figcaption></figure><h2 id="more-than-a-rom-collection">More than a ROM collection</h2><p>There’s some real preservation work here. You get the Western releases alongside the Japanese editions, including the uncensored Japanese version of Caveman Ninja, which will interest anyone curious about how these games were presented in different markets.</p><p>The virtual unboxing lets you look over the original SNES boxes, cartridges and manuals, and an art gallery gathers concept designs and character sketches. You don’t get the feel of a real manual, as the physical editions will, due for release in 2027, but you can flick through the originals.</p><p>I’d have liked more on the people who made these games, perhaps interviews or oral histories. Digital Eclipse has shown how much richer a retro collection can be when it pairs development stories with the artwork and packaging, as I found in the recent Toy <a href="https://www.creativebloq.com/reviews/toy-story-retro-roundup-toy-story-3-complete-edition-review-why-you-need-to-buy-the-bundle">Toy Story: Retro Roundup! + Toy Story 3 Complete Edition</a>. Here, I wanted to know more about the artists behind those bulging dinosaur eyes and how the games changed from one entry to the next, but I only had the sketches to look at.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1280px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="PiteWLYWFfBhk2a2dfMC9e" name="20261026-01M5W7J457PQJE76WZ3YRDAWD2-2B874DAD-3079-4381-BBDF-7A5532AFAD48" alt="A cartoon sketch of a dinosaur" src="https://cdn.mos.cms.futurecdn.net/PiteWLYWFfBhk2a2dfMC9e-1920-80.jpg" mos="" align="middle" fullscreen="" width="1280" height="720" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="caption-text">The collection's extras include art and concept sketches from the development of the three games. </span><span class="credit" itemprop="copyrightHolder">(Image credit: Red Art Games / Data East)</span></figcaption></figure><h2 id="should-you-buy-joe-amp-mac-retro-collection-on-switch-2">Should you buy Joe &amp; Mac Retro Collection on Switch 2?</h2><p>This collection is better than I expected. Joe &amp; Mac: Caveman Ninja is still a charming slice of early-’90s arcade platforming, though it shows its age. Congo’s Caper is more inventive and rewards exploration but feels like a very of its time platformer, while Lost in the Tropics takes the series somewhere bigger and more involved.</p><p>The lack of developer interviews is a missed opportunity, and these are still old platformers with all the quirks that entails. But rewind, save states, and Boss Rush give them new life, and the virtual packaging and art gallery show that someone cares about preserving them properly.</p><p>If you remember playing Joe &amp; Mac in the ’90s, you'll find plenty here. If you don’t, the two sequels might surprise you, and that's why I’d recommend it.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.creativebloq.com/reviews/joe-and-mac-retro-collection-switch-2-review-i-came-for-the-cavemen-but-the-sequels-are-the-real-draw</link>
                                                                            <description>
                            <![CDATA[ These three SNES platformers show there's fun in evolution; I just wish we could see more of it. ]]>
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                                                                        <pubDate>Wed, 28 Oct 2026 14:00:00 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Gaming]]></category>
                                                    <category><![CDATA[Entertainment]]></category>
                                                                                                                    <dc:creator><![CDATA[ Ian Dean ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/quozhVpr48BAH6CBd6saBg-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Ian Dean is Editor, Digital Arts &amp; 3D at Creative Bloq, and the former editor of many leading magazines. These titles included ImagineFX, 3D World and leading video game title Official PlayStation Magazine. In his early career he wrote for music and film magazines including Uncut and SFX. Ian launched Xbox magazine X360 and edited PlayStation World. For Creative Bloq, Ian combines his experiences to bring the latest news on AI, digital art and video game art and tech, and more to Creative Bloq, and in his spare time he doodles in Procreate, ArtRage, and Rebelle while finding time to play Xbox and PS5. He&#039;s also a keen Cricut user and laser cutter fan, and is currently crafting on Glowforge and xTools M1.&lt;/p&gt; ]]></dc:description>
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                                                                                                                                                                        <media:description><![CDATA[Joe &amp;amp; Mac was a classic console release in the 90s, and remains fun on Nintendo Switch.]]></media:description>                                                            <media:text><![CDATA[2D art for Joe &amp; Mac Retro Collection showing cavemen and cartoon dinosaurs]]></media:text>
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