• The 25 creative studios inspiring us the most in 2025

    Which creative studio do you most admire right now, and why? This is a question we asked our community via an ongoing survey. With more than 700 responses so far, these are the top winners. What's striking about this year's results is the popularity of studios that aren't just producing beautiful work but are also actively shaping discussions and tackling the big challenges facing our industry and society.
    From the vibrant energy of Brazilian culture to the thoughtful minimalism of North European aesthetics, this list reflects a global creative landscape that's more connected, more conscious, and more collaborative than ever before.
    In short, these studios aren't just following trends; they're setting them. Read on to discover the 25 studios our community is most excited about right now.
    1. Porto Rocha
    Porto Rocha is a New York-based agency that unites strategy and design to create work that evolves with the world we live in. It continues to dominate conversations in 2025, and it's easy to see why. Founders Felipe Rocha and Leo Porto have built something truly special—a studio that not only creates visually stunning work but also actively celebrates and amplifies diverse voices in design.
    For instance, their recent bold new identity for the São Paulo art museum MASP nods to Brazilian modernist design traditions while reimagining them for a contemporary audience. The rebrand draws heavily on the museum's iconic modernist architecture by Lina Bo Bardi, using a red-and-black colour palette and strong typography to reflect the building's striking visual presence.
    As we write this article, Porto Rocha just shared a new partnership with Google to reimagine the visual and verbal identity of its revolutionary Gemini AI model. We can't wait to see what they come up with!

    2. DixonBaxi
    Simon Dixon and Aporva Baxi's London powerhouse specialises in creating brand strategies and design systems for "brave businesses" that want to challenge convention, including Hulu, Audible, and the Premier League. The studio had an exceptional start to 2025 by collaborating with Roblox on a brand new design system. At the heart of this major project is the Tilt: a 15-degree shift embedded in the logo that signals momentum, creativity, and anticipation.
    They've also continued to build their reputation as design thought leaders. At the OFFF Festival 2025, for instance, Simon and Aporva delivered a masterclass on running a successful brand design agency. Their core message centred on the importance of people and designing with intention, even in the face of global challenges. They also highlighted "Super Futures," their program that encourages employees to think freely and positively about brand challenges and audience desires, aiming to reclaim creative liberation.
    And if that wasn't enough, DixonBaxi has just launched its brand new website, one that's designed to be open in nature. As Simon explains: "It's not a shop window. It's a space to share the thinking and ethos that drive us. You'll find our work, but more importantly, what shapes it. No guff. Just us."

    3. Mother
    Mother is a renowned independent creative agency founded in London and now boasts offices in New York and Los Angeles as well. They've spent 2025 continuing to push the boundaries of what advertising can achieve. And they've made an especially big splash with their latest instalment of KFC's 'Believe' campaign, featuring a surreal and humorous take on KFC's gravy. As we wrote at the time: "Its balance between theatrical grandeur and self-awareness makes the campaign uniquely engaging."
    4. Studio Dumbar/DEPT®
    Based in Rotterdam, Studio Dumbar/DEPT® is widely recognised for its influential work in visual branding and identity, often incorporating creative coding and sound, for clients such as the Dutch Railways, Instagram, and the Van Gogh Museum.
    In 2025, we've especially admired their work for the Dutch football club Feyenoord, which brings the team under a single, cohesive vision that reflects its energy and prowess. This groundbreaking rebrand, unveiled at the start of May, moves away from nostalgia, instead emphasising the club's "measured ferocity, confidence, and ambition".
    5. HONDO
    Based between Palma de Mallorca, Spain and London, HONDO specialises in branding, editorial, typography and product design. We're particular fans of their rebranding of metal furniture makers Castil, based around clean and versatile designs that highlight Castil's vibrant and customisable products.
    This new system features a bespoke monospaced typeface and logo design that evokes Castil's adaptability and the precision of its craftsmanship.

    6. Smith & Diction
    Smith & Diction is a small but mighty design and copy studio founded by Mike and Chara Smith in Philadelphia. Born from dreams, late-night chats, and plenty of mistakes, the studio has grown into a creative force known for thoughtful, boundary-pushing branding.
    Starting out with Mike designing in a tiny apartment while Chara held down a day job, the pair learned the ropes the hard way—and now they're thriving. Recent highlights include their work with Gamma, an AI platform that lets you quickly get ideas out of your head and into a presentation deck or onto a website.
    Gamma wanted their brand update to feel "VERY fun and a little bit out there" with an AI-first approach. So Smith & Diction worked hard to "put weird to the test" while still developing responsible systems for logo, type and colour. The results, as ever, were exceptional.

    7. DNCO
    DNCO is a London and New York-based creative studio specialising in place branding. They are best known for shaping identities, digital tools, and wayfinding for museums, cultural institutions, and entire neighbourhoods, with clients including the Design Museum, V&A and Transport for London.
    Recently, DNCO has been making headlines again with its ambitious brand refresh for Dumbo, a New York neighbourhood struggling with misperceptions due to mass tourism. The goal was to highlight Dumbo's unconventional spirit and demonstrate it as "a different side of New York."
    DNCO preserved the original diagonal logo and introduced a flexible "tape graphic" system, inspired by the neighbourhood's history of inventing the cardboard box, to reflect its ingenuity and reveal new perspectives. The colour palette and typography were chosen to embody Dumbo's industrial and gritty character.

    8. Hey Studio
    Founded by Verònica Fuerte in Barcelona, Spain, Hey Studio is a small, all-female design agency celebrated for its striking use of geometry, bold colour, and playful yet refined visual language. With a focus on branding, illustration, editorial design, and typography, they combine joy with craft to explore issues with heart and purpose.
    A great example of their impact is their recent branding for Rainbow Wool. This German initiative is transforming wool from gay rams into fashion products to support the LGBT community.
    As is typical for Hey Studio, the project's identity is vibrant and joyful, utilising bright, curved shapes that will put a smile on everyone's face.

    9. Koto
    Koto is a London-based global branding and digital studio known for co-creation, strategic thinking, expressive design systems, and enduring partnerships. They're well-known in the industry for bringing warmth, optimism and clarity to complex brand challenges.
    Over the past 18 months, they've undertaken a significant project to refresh Amazon's global brand identity. This extensive undertaking has involved redesigning Amazon's master brand and over 50 of its sub-brands across 15 global markets.
    Koto's approach, described as "radical coherence", aims to refine and modernize Amazon's most recognizable elements rather than drastically changing them. You can read more about the project here.

    10. Robot Food
    Robot Food is a Leeds-based, brand-first creative studio recognised for its strategic and holistic approach. They're past masters at melding creative ideas with commercial rigour across packaging, brand strategy and campaign design.
    Recent Robot Food projects have included a bold rebrand for Hip Pop, a soft drinks company specializing in kombucha and alternative sodas. Their goal was to elevate Hip Pop from an indie challenger to a mainstream category leader, moving away from typical health drink aesthetics.
    The results are visually striking, with black backgrounds prominently featured, punctuated by vibrant fruit illustrations and flavour-coded colours. about the project here.

    11. Saffron Brand Consultants
    Saffron is an independent global consultancy with offices in London, Madrid, Vienna and Istanbul. With deep expertise in naming, strategy, identity, and design systems, they work with leading public and private-sector clients to develop confident, culturally intelligent brands.
    One 2025 highlight so far has been their work for Saudi National Bankto create NEO, a groundbreaking digital lifestyle bank in Saudi Arabia.
    Saffron integrated cultural and design trends, including Saudi neo-futurism, for its sonic identity to create a product that supports both individual and community connections. The design system strikes a balance between modern Saudi aesthetics and the practical demands of a fast-paced digital product, ensuring a consistent brand reflection across all interactions.
    12. Alright Studio
    Alright Studio is a full-service strategy, creative, production and technology agency based in Brooklyn, New York. It prides itself on a "no house style" approach for clients, including A24, Meta Platforms, and Post Malone. One of the most exciting of their recent projects has been Offball, a digital-first sports news platform that aims to provide more nuanced, positive sports storytelling.
    Alright Studio designed a clean, intuitive, editorial-style platform featuring a masthead-like logotype and universal sports iconography, creating a calmer user experience aligned with OffBall's positive content.
    13. Wolff Olins
    Wolff Olins is a global brand consultancy with four main offices: London, New York, San Francisco, and Los Angeles. Known for their courageous, culturally relevant branding and forward-thinking strategy, they collaborate with large corporations and trailblazing organisations to create bold, authentic brand identities that resonate emotionally.
    A particular highlight of 2025 so far has been their collaboration with Leo Burnett to refresh Sandals Resorts' global brand with the "Made of Caribbean" campaign. This strategic move positions Sandals not merely as a luxury resort but as a cultural ambassador for the Caribbean.
    Wolff Olins developed a new visual identity called "Natural Vibrancy," integrating local influences with modern design to reflect a genuine connection to the islands' culture. This rebrand speaks to a growing traveller demand for authenticity and meaningful experiences, allowing Sandals to define itself as an extension of the Caribbean itself.

    14. COLLINS
    Founded by Brian Collins, COLLINS is an independent branding and design consultancy based in the US, celebrated for its playful visual language, expressive storytelling and culturally rich identity systems. In the last few months, we've loved the new branding they designed for Barcelona's 25th Offf Festival, which departs from its usual consistent wordmark.
    The updated identity is inspired by the festival's role within the international creative community, and is rooted in the concept of 'Centre Offf Gravity'. This concept is visually expressed through the festival's name, which appears to exert a gravitational pull on the text boxes, causing them to "stick" to it.
    Additionally, the 'f's in the wordmark are merged into a continuous line reminiscent of a magnet, with the motion graphics further emphasising the gravitational pull as the name floats and other elements follow.
    15. Studio Spass
    Studio Spass is a creative studio based in Rotterdam, the Netherlands, focused on vibrant and dynamic identity systems that reflect the diverse and multifaceted nature of cultural institutions. One of their recent landmark projects was Bigger, a large-scale typographic installation created for the Shenzhen Art Book Fair.
    Inspired by tear-off calendars and the physical act of reading, Studio Spass used 264 A4 books, with each page displaying abstract details, to create an evolving grid of colour and type. Visitors were invited to interact with the installation by flipping pages, constantly revealing new layers of design and a hidden message: "Enjoy books!"

    16. Applied Design Works
    Applied Design Works is a New York studio that specialises in reshaping businesses through branding and design. They provide expertise in design, strategy, and implementation, with a focus on building long-term, collaborative relationships with their clients.
    We were thrilled by their recent work for Grand Central Madison, where they were instrumental in ushering in a new era for the transportation hub.
    Applied Design sought to create a commuter experience that imbued the spirit of New York, showcasing its diversity of thought, voice, and scale that befits one of the greatest cities in the world and one of the greatest structures in it.

    17. The Chase
    The Chase Creative Consultants is a Manchester-based independent creative consultancy with over 35 years of experience, known for blending humour, purpose, and strong branding to rejuvenate popular consumer campaigns. "We're not designers, writers, advertisers or brand strategists," they say, "but all of these and more. An ideas-based creative studio."
    Recently, they were tasked with shaping the identity of York Central, a major urban regeneration project set to become a new city quarter for York. The Chase developed the identity based on extensive public engagement, listening to residents of all ages about their perceptions of the city and their hopes for the new area. The resulting brand identity uses linear forms that subtly reference York's famous railway hub, symbolising the long-standing connections the city has fostered.

    18. A Practice for Everyday Life
    Based in London and founded by Kirsty Carter and Emma Thomas, A Practice for Everyday Life built a reputation as a sought-after collaborator with like-minded companies, galleries, institutions and individuals. Not to mention a conceptual rigour that ensures each design is meaningful and original.
    Recently, they've been working on the visual identity for Muzej Lah, a new international museum for contemporary art in Bled, Slovenia opening in 2026. This centres around a custom typeface inspired by the slanted geometry and square detailing of its concrete roof tiles. It also draws from European modernist typography and the experimental lettering of Jože Plečnik, one of Slovenia's most influential architects.⁠

    A Practice for Everyday Life. Photo: Carol Sachs

    Alexey Brodovitch: Astonish Me publication design by A Practice for Everyday Life, 2024. Photo: Ed Park

    La Biennale di Venezia identity by A Practice for Everyday Life, 2022. Photo: Thomas Adank

    CAM – Centro de Arte Moderna Gulbenkian identity by A Practice for Everyday Life, 2024. Photo: Sanda Vučković

    19. Studio Nari
    Studio Nari is a London-based creative and branding agency partnering with clients around the world to build "brands that truly connect with people". NARI stands, by the way, for Not Always Right Ideas. As they put it, "It's a name that might sound odd for a branding agency, but it reflects everything we believe."
    One landmark project this year has been a comprehensive rebrand for the electronic music festival Field Day. Studio Nari created a dynamic and evolving identity that reflects the festival's growth and its connection to the electronic music scene and community.
    The core idea behind the rebrand is a "reactive future", allowing the brand to adapt and grow with the festival and current trends while maintaining a strong foundation. A new, steadfast wordmark is at its centre, while a new marque has been introduced for the first time.
    20. Beetroot Design Group
    Beetroot is a 25‑strong creative studio celebrated for its bold identities and storytelling-led approach. Based in Thessaloniki, Greece, their work spans visual identity, print, digital and motion, and has earned international recognition, including Red Dot Awards. Recently, they also won a Wood Pencil at the D&AD Awards 2025 for a series of posters created to promote live jazz music events.
    The creative idea behind all three designs stems from improvisation as a key feature of jazz. Each poster communicates the artist's name and other relevant information through a typographical "improvisation".
    21. Kind Studio
    Kind Studio is an independent creative agency based in London that specialises in branding and digital design, as well as offering services in animation, creative and art direction, and print design. Their goal is to collaborate closely with clients to create impactful and visually appealing designs.
    One recent project that piqued our interest was a bilingual, editorially-driven digital platform for FC Como Women, a professional Italian football club. To reflect the club's ambition of promoting gender equality and driving positive social change within football, the new website employs bold typography, strong imagery, and an empowering tone of voice to inspire and disseminate its message.

    22. Slug Global
    Slug Global is a creative agency and art collective founded by artist and musician Bosco. Focused on creating immersive experiences "for both IRL and URL", their goal is to work with artists and brands to establish a sustainable media platform that embodies the values of young millennials, Gen Z and Gen Alpha.
    One of Slug Global's recent projects involved a collaboration with SheaMoisture and xoNecole for a three-part series called The Root of It. This series celebrates black beauty and hair, highlighting its significance as a connection to ancestry, tradition, blueprint and culture for black women.

    23. Little Troop
    New York studio Little Troop crafts expressive and intimate branding for lifestyle, fashion, and cultural clients. Led by creative directors Noemie Le Coz and Jeremy Elliot, they're known for their playful and often "kid-like" approach to design, drawing inspiration from their own experiences as 90s kids.
    One of their recent and highly acclaimed projects is the visual identity for MoMA's first-ever family festival, Another World. Little Troop was tasked with developing a comprehensive visual identity that would extend from small items, such as café placemats, to large billboards.
    Their designs were deliberately a little "dream-like" and relied purely on illustration to sell the festival without needing photography. Little Troop also carefully selected seven colours from MoMA's existing brand guidelines to strike a balance between timelessness, gender neutrality, and fun.

    24. Morcos Key
    Morcos Key is a Brooklyn-based design studio co-founded by Jon Key and Wael Morcos. Collaborating with a diverse range of clients, including arts and cultural institutions, non-profits and commercial enterprises, they're known for translating clients' stories into impactful visual systems through thoughtful conversation and formal expression.
    One notable project is their visual identity work for Hammer & Hope, a magazine that focuses on politics and culture within the black radical tradition. For this project, Morcos Key developed not only the visual identity but also a custom all-caps typeface to reflect the publication's mission and content.
    25. Thirst
    Thirst, also known as Thirst Craft, is an award-winning strategic drinks packaging design agency based in Glasgow, Scotland, with additional hubs in London and New York. Founded in 2015 by Matthew Stephen Burns and Christopher John Black, the company specializes in building creatively distinctive and commercially effective brands for the beverage industry.
    To see what they're capable of, check out their work for SKYY Vodka. The new global visual identity system, called Audacious Glamour', aims to unify SKYY under a singular, powerful idea. The visual identity benefits from bolder framing, patterns, and a flavour-forward colour palette to highlight each product's "juicy attitude", while the photography style employs macro shots and liquid highlights to convey a premium feel.
    #creative #studios #inspiring #most
    The 25 creative studios inspiring us the most in 2025
    Which creative studio do you most admire right now, and why? This is a question we asked our community via an ongoing survey. With more than 700 responses so far, these are the top winners. What's striking about this year's results is the popularity of studios that aren't just producing beautiful work but are also actively shaping discussions and tackling the big challenges facing our industry and society. From the vibrant energy of Brazilian culture to the thoughtful minimalism of North European aesthetics, this list reflects a global creative landscape that's more connected, more conscious, and more collaborative than ever before. In short, these studios aren't just following trends; they're setting them. Read on to discover the 25 studios our community is most excited about right now. 1. Porto Rocha Porto Rocha is a New York-based agency that unites strategy and design to create work that evolves with the world we live in. It continues to dominate conversations in 2025, and it's easy to see why. Founders Felipe Rocha and Leo Porto have built something truly special—a studio that not only creates visually stunning work but also actively celebrates and amplifies diverse voices in design. For instance, their recent bold new identity for the São Paulo art museum MASP nods to Brazilian modernist design traditions while reimagining them for a contemporary audience. The rebrand draws heavily on the museum's iconic modernist architecture by Lina Bo Bardi, using a red-and-black colour palette and strong typography to reflect the building's striking visual presence. As we write this article, Porto Rocha just shared a new partnership with Google to reimagine the visual and verbal identity of its revolutionary Gemini AI model. We can't wait to see what they come up with! 2. DixonBaxi Simon Dixon and Aporva Baxi's London powerhouse specialises in creating brand strategies and design systems for "brave businesses" that want to challenge convention, including Hulu, Audible, and the Premier League. The studio had an exceptional start to 2025 by collaborating with Roblox on a brand new design system. At the heart of this major project is the Tilt: a 15-degree shift embedded in the logo that signals momentum, creativity, and anticipation. They've also continued to build their reputation as design thought leaders. At the OFFF Festival 2025, for instance, Simon and Aporva delivered a masterclass on running a successful brand design agency. Their core message centred on the importance of people and designing with intention, even in the face of global challenges. They also highlighted "Super Futures," their program that encourages employees to think freely and positively about brand challenges and audience desires, aiming to reclaim creative liberation. And if that wasn't enough, DixonBaxi has just launched its brand new website, one that's designed to be open in nature. As Simon explains: "It's not a shop window. It's a space to share the thinking and ethos that drive us. You'll find our work, but more importantly, what shapes it. No guff. Just us." 3. Mother Mother is a renowned independent creative agency founded in London and now boasts offices in New York and Los Angeles as well. They've spent 2025 continuing to push the boundaries of what advertising can achieve. And they've made an especially big splash with their latest instalment of KFC's 'Believe' campaign, featuring a surreal and humorous take on KFC's gravy. As we wrote at the time: "Its balance between theatrical grandeur and self-awareness makes the campaign uniquely engaging." 4. Studio Dumbar/DEPT® Based in Rotterdam, Studio Dumbar/DEPT® is widely recognised for its influential work in visual branding and identity, often incorporating creative coding and sound, for clients such as the Dutch Railways, Instagram, and the Van Gogh Museum. In 2025, we've especially admired their work for the Dutch football club Feyenoord, which brings the team under a single, cohesive vision that reflects its energy and prowess. This groundbreaking rebrand, unveiled at the start of May, moves away from nostalgia, instead emphasising the club's "measured ferocity, confidence, and ambition". 5. HONDO Based between Palma de Mallorca, Spain and London, HONDO specialises in branding, editorial, typography and product design. We're particular fans of their rebranding of metal furniture makers Castil, based around clean and versatile designs that highlight Castil's vibrant and customisable products. This new system features a bespoke monospaced typeface and logo design that evokes Castil's adaptability and the precision of its craftsmanship. 6. Smith & Diction Smith & Diction is a small but mighty design and copy studio founded by Mike and Chara Smith in Philadelphia. Born from dreams, late-night chats, and plenty of mistakes, the studio has grown into a creative force known for thoughtful, boundary-pushing branding. Starting out with Mike designing in a tiny apartment while Chara held down a day job, the pair learned the ropes the hard way—and now they're thriving. Recent highlights include their work with Gamma, an AI platform that lets you quickly get ideas out of your head and into a presentation deck or onto a website. Gamma wanted their brand update to feel "VERY fun and a little bit out there" with an AI-first approach. So Smith & Diction worked hard to "put weird to the test" while still developing responsible systems for logo, type and colour. The results, as ever, were exceptional. 7. DNCO DNCO is a London and New York-based creative studio specialising in place branding. They are best known for shaping identities, digital tools, and wayfinding for museums, cultural institutions, and entire neighbourhoods, with clients including the Design Museum, V&A and Transport for London. Recently, DNCO has been making headlines again with its ambitious brand refresh for Dumbo, a New York neighbourhood struggling with misperceptions due to mass tourism. The goal was to highlight Dumbo's unconventional spirit and demonstrate it as "a different side of New York." DNCO preserved the original diagonal logo and introduced a flexible "tape graphic" system, inspired by the neighbourhood's history of inventing the cardboard box, to reflect its ingenuity and reveal new perspectives. The colour palette and typography were chosen to embody Dumbo's industrial and gritty character. 8. Hey Studio Founded by Verònica Fuerte in Barcelona, Spain, Hey Studio is a small, all-female design agency celebrated for its striking use of geometry, bold colour, and playful yet refined visual language. With a focus on branding, illustration, editorial design, and typography, they combine joy with craft to explore issues with heart and purpose. A great example of their impact is their recent branding for Rainbow Wool. This German initiative is transforming wool from gay rams into fashion products to support the LGBT community. As is typical for Hey Studio, the project's identity is vibrant and joyful, utilising bright, curved shapes that will put a smile on everyone's face. 9. Koto Koto is a London-based global branding and digital studio known for co-creation, strategic thinking, expressive design systems, and enduring partnerships. They're well-known in the industry for bringing warmth, optimism and clarity to complex brand challenges. Over the past 18 months, they've undertaken a significant project to refresh Amazon's global brand identity. This extensive undertaking has involved redesigning Amazon's master brand and over 50 of its sub-brands across 15 global markets. Koto's approach, described as "radical coherence", aims to refine and modernize Amazon's most recognizable elements rather than drastically changing them. You can read more about the project here. 10. Robot Food Robot Food is a Leeds-based, brand-first creative studio recognised for its strategic and holistic approach. They're past masters at melding creative ideas with commercial rigour across packaging, brand strategy and campaign design. Recent Robot Food projects have included a bold rebrand for Hip Pop, a soft drinks company specializing in kombucha and alternative sodas. Their goal was to elevate Hip Pop from an indie challenger to a mainstream category leader, moving away from typical health drink aesthetics. The results are visually striking, with black backgrounds prominently featured, punctuated by vibrant fruit illustrations and flavour-coded colours. about the project here. 11. Saffron Brand Consultants Saffron is an independent global consultancy with offices in London, Madrid, Vienna and Istanbul. With deep expertise in naming, strategy, identity, and design systems, they work with leading public and private-sector clients to develop confident, culturally intelligent brands. One 2025 highlight so far has been their work for Saudi National Bankto create NEO, a groundbreaking digital lifestyle bank in Saudi Arabia. Saffron integrated cultural and design trends, including Saudi neo-futurism, for its sonic identity to create a product that supports both individual and community connections. The design system strikes a balance between modern Saudi aesthetics and the practical demands of a fast-paced digital product, ensuring a consistent brand reflection across all interactions. 12. Alright Studio Alright Studio is a full-service strategy, creative, production and technology agency based in Brooklyn, New York. It prides itself on a "no house style" approach for clients, including A24, Meta Platforms, and Post Malone. One of the most exciting of their recent projects has been Offball, a digital-first sports news platform that aims to provide more nuanced, positive sports storytelling. Alright Studio designed a clean, intuitive, editorial-style platform featuring a masthead-like logotype and universal sports iconography, creating a calmer user experience aligned with OffBall's positive content. 13. Wolff Olins Wolff Olins is a global brand consultancy with four main offices: London, New York, San Francisco, and Los Angeles. Known for their courageous, culturally relevant branding and forward-thinking strategy, they collaborate with large corporations and trailblazing organisations to create bold, authentic brand identities that resonate emotionally. A particular highlight of 2025 so far has been their collaboration with Leo Burnett to refresh Sandals Resorts' global brand with the "Made of Caribbean" campaign. This strategic move positions Sandals not merely as a luxury resort but as a cultural ambassador for the Caribbean. Wolff Olins developed a new visual identity called "Natural Vibrancy," integrating local influences with modern design to reflect a genuine connection to the islands' culture. This rebrand speaks to a growing traveller demand for authenticity and meaningful experiences, allowing Sandals to define itself as an extension of the Caribbean itself. 14. COLLINS Founded by Brian Collins, COLLINS is an independent branding and design consultancy based in the US, celebrated for its playful visual language, expressive storytelling and culturally rich identity systems. In the last few months, we've loved the new branding they designed for Barcelona's 25th Offf Festival, which departs from its usual consistent wordmark. The updated identity is inspired by the festival's role within the international creative community, and is rooted in the concept of 'Centre Offf Gravity'. This concept is visually expressed through the festival's name, which appears to exert a gravitational pull on the text boxes, causing them to "stick" to it. Additionally, the 'f's in the wordmark are merged into a continuous line reminiscent of a magnet, with the motion graphics further emphasising the gravitational pull as the name floats and other elements follow. 15. Studio Spass Studio Spass is a creative studio based in Rotterdam, the Netherlands, focused on vibrant and dynamic identity systems that reflect the diverse and multifaceted nature of cultural institutions. One of their recent landmark projects was Bigger, a large-scale typographic installation created for the Shenzhen Art Book Fair. Inspired by tear-off calendars and the physical act of reading, Studio Spass used 264 A4 books, with each page displaying abstract details, to create an evolving grid of colour and type. Visitors were invited to interact with the installation by flipping pages, constantly revealing new layers of design and a hidden message: "Enjoy books!" 16. Applied Design Works Applied Design Works is a New York studio that specialises in reshaping businesses through branding and design. They provide expertise in design, strategy, and implementation, with a focus on building long-term, collaborative relationships with their clients. We were thrilled by their recent work for Grand Central Madison, where they were instrumental in ushering in a new era for the transportation hub. Applied Design sought to create a commuter experience that imbued the spirit of New York, showcasing its diversity of thought, voice, and scale that befits one of the greatest cities in the world and one of the greatest structures in it. 17. The Chase The Chase Creative Consultants is a Manchester-based independent creative consultancy with over 35 years of experience, known for blending humour, purpose, and strong branding to rejuvenate popular consumer campaigns. "We're not designers, writers, advertisers or brand strategists," they say, "but all of these and more. An ideas-based creative studio." Recently, they were tasked with shaping the identity of York Central, a major urban regeneration project set to become a new city quarter for York. The Chase developed the identity based on extensive public engagement, listening to residents of all ages about their perceptions of the city and their hopes for the new area. The resulting brand identity uses linear forms that subtly reference York's famous railway hub, symbolising the long-standing connections the city has fostered. 18. A Practice for Everyday Life Based in London and founded by Kirsty Carter and Emma Thomas, A Practice for Everyday Life built a reputation as a sought-after collaborator with like-minded companies, galleries, institutions and individuals. Not to mention a conceptual rigour that ensures each design is meaningful and original. Recently, they've been working on the visual identity for Muzej Lah, a new international museum for contemporary art in Bled, Slovenia opening in 2026. This centres around a custom typeface inspired by the slanted geometry and square detailing of its concrete roof tiles. It also draws from European modernist typography and the experimental lettering of Jože Plečnik, one of Slovenia's most influential architects.⁠ A Practice for Everyday Life. Photo: Carol Sachs Alexey Brodovitch: Astonish Me publication design by A Practice for Everyday Life, 2024. Photo: Ed Park La Biennale di Venezia identity by A Practice for Everyday Life, 2022. Photo: Thomas Adank CAM – Centro de Arte Moderna Gulbenkian identity by A Practice for Everyday Life, 2024. Photo: Sanda Vučković 19. Studio Nari Studio Nari is a London-based creative and branding agency partnering with clients around the world to build "brands that truly connect with people". NARI stands, by the way, for Not Always Right Ideas. As they put it, "It's a name that might sound odd for a branding agency, but it reflects everything we believe." One landmark project this year has been a comprehensive rebrand for the electronic music festival Field Day. Studio Nari created a dynamic and evolving identity that reflects the festival's growth and its connection to the electronic music scene and community. The core idea behind the rebrand is a "reactive future", allowing the brand to adapt and grow with the festival and current trends while maintaining a strong foundation. A new, steadfast wordmark is at its centre, while a new marque has been introduced for the first time. 20. Beetroot Design Group Beetroot is a 25‑strong creative studio celebrated for its bold identities and storytelling-led approach. Based in Thessaloniki, Greece, their work spans visual identity, print, digital and motion, and has earned international recognition, including Red Dot Awards. Recently, they also won a Wood Pencil at the D&AD Awards 2025 for a series of posters created to promote live jazz music events. The creative idea behind all three designs stems from improvisation as a key feature of jazz. Each poster communicates the artist's name and other relevant information through a typographical "improvisation". 21. Kind Studio Kind Studio is an independent creative agency based in London that specialises in branding and digital design, as well as offering services in animation, creative and art direction, and print design. Their goal is to collaborate closely with clients to create impactful and visually appealing designs. One recent project that piqued our interest was a bilingual, editorially-driven digital platform for FC Como Women, a professional Italian football club. To reflect the club's ambition of promoting gender equality and driving positive social change within football, the new website employs bold typography, strong imagery, and an empowering tone of voice to inspire and disseminate its message. 22. Slug Global Slug Global is a creative agency and art collective founded by artist and musician Bosco. Focused on creating immersive experiences "for both IRL and URL", their goal is to work with artists and brands to establish a sustainable media platform that embodies the values of young millennials, Gen Z and Gen Alpha. One of Slug Global's recent projects involved a collaboration with SheaMoisture and xoNecole for a three-part series called The Root of It. This series celebrates black beauty and hair, highlighting its significance as a connection to ancestry, tradition, blueprint and culture for black women. 23. Little Troop New York studio Little Troop crafts expressive and intimate branding for lifestyle, fashion, and cultural clients. Led by creative directors Noemie Le Coz and Jeremy Elliot, they're known for their playful and often "kid-like" approach to design, drawing inspiration from their own experiences as 90s kids. One of their recent and highly acclaimed projects is the visual identity for MoMA's first-ever family festival, Another World. Little Troop was tasked with developing a comprehensive visual identity that would extend from small items, such as café placemats, to large billboards. Their designs were deliberately a little "dream-like" and relied purely on illustration to sell the festival without needing photography. Little Troop also carefully selected seven colours from MoMA's existing brand guidelines to strike a balance between timelessness, gender neutrality, and fun. 24. Morcos Key Morcos Key is a Brooklyn-based design studio co-founded by Jon Key and Wael Morcos. Collaborating with a diverse range of clients, including arts and cultural institutions, non-profits and commercial enterprises, they're known for translating clients' stories into impactful visual systems through thoughtful conversation and formal expression. One notable project is their visual identity work for Hammer & Hope, a magazine that focuses on politics and culture within the black radical tradition. For this project, Morcos Key developed not only the visual identity but also a custom all-caps typeface to reflect the publication's mission and content. 25. Thirst Thirst, also known as Thirst Craft, is an award-winning strategic drinks packaging design agency based in Glasgow, Scotland, with additional hubs in London and New York. Founded in 2015 by Matthew Stephen Burns and Christopher John Black, the company specializes in building creatively distinctive and commercially effective brands for the beverage industry. To see what they're capable of, check out their work for SKYY Vodka. The new global visual identity system, called Audacious Glamour', aims to unify SKYY under a singular, powerful idea. The visual identity benefits from bolder framing, patterns, and a flavour-forward colour palette to highlight each product's "juicy attitude", while the photography style employs macro shots and liquid highlights to convey a premium feel. #creative #studios #inspiring #most
    WWW.CREATIVEBOOM.COM
    The 25 creative studios inspiring us the most in 2025
    Which creative studio do you most admire right now, and why? This is a question we asked our community via an ongoing survey. With more than 700 responses so far, these are the top winners. What's striking about this year's results is the popularity of studios that aren't just producing beautiful work but are also actively shaping discussions and tackling the big challenges facing our industry and society. From the vibrant energy of Brazilian culture to the thoughtful minimalism of North European aesthetics, this list reflects a global creative landscape that's more connected, more conscious, and more collaborative than ever before. In short, these studios aren't just following trends; they're setting them. Read on to discover the 25 studios our community is most excited about right now. 1. Porto Rocha Porto Rocha is a New York-based agency that unites strategy and design to create work that evolves with the world we live in. It continues to dominate conversations in 2025, and it's easy to see why. Founders Felipe Rocha and Leo Porto have built something truly special—a studio that not only creates visually stunning work but also actively celebrates and amplifies diverse voices in design. For instance, their recent bold new identity for the São Paulo art museum MASP nods to Brazilian modernist design traditions while reimagining them for a contemporary audience. The rebrand draws heavily on the museum's iconic modernist architecture by Lina Bo Bardi, using a red-and-black colour palette and strong typography to reflect the building's striking visual presence. As we write this article, Porto Rocha just shared a new partnership with Google to reimagine the visual and verbal identity of its revolutionary Gemini AI model. We can't wait to see what they come up with! 2. DixonBaxi Simon Dixon and Aporva Baxi's London powerhouse specialises in creating brand strategies and design systems for "brave businesses" that want to challenge convention, including Hulu, Audible, and the Premier League. The studio had an exceptional start to 2025 by collaborating with Roblox on a brand new design system. At the heart of this major project is the Tilt: a 15-degree shift embedded in the logo that signals momentum, creativity, and anticipation. They've also continued to build their reputation as design thought leaders. At the OFFF Festival 2025, for instance, Simon and Aporva delivered a masterclass on running a successful brand design agency. Their core message centred on the importance of people and designing with intention, even in the face of global challenges. They also highlighted "Super Futures," their program that encourages employees to think freely and positively about brand challenges and audience desires, aiming to reclaim creative liberation. And if that wasn't enough, DixonBaxi has just launched its brand new website, one that's designed to be open in nature. As Simon explains: "It's not a shop window. It's a space to share the thinking and ethos that drive us. You'll find our work, but more importantly, what shapes it. No guff. Just us." 3. Mother Mother is a renowned independent creative agency founded in London and now boasts offices in New York and Los Angeles as well. They've spent 2025 continuing to push the boundaries of what advertising can achieve. And they've made an especially big splash with their latest instalment of KFC's 'Believe' campaign, featuring a surreal and humorous take on KFC's gravy. As we wrote at the time: "Its balance between theatrical grandeur and self-awareness makes the campaign uniquely engaging." 4. Studio Dumbar/DEPT® Based in Rotterdam, Studio Dumbar/DEPT® is widely recognised for its influential work in visual branding and identity, often incorporating creative coding and sound, for clients such as the Dutch Railways, Instagram, and the Van Gogh Museum. In 2025, we've especially admired their work for the Dutch football club Feyenoord, which brings the team under a single, cohesive vision that reflects its energy and prowess. This groundbreaking rebrand, unveiled at the start of May, moves away from nostalgia, instead emphasising the club's "measured ferocity, confidence, and ambition". 5. HONDO Based between Palma de Mallorca, Spain and London, HONDO specialises in branding, editorial, typography and product design. We're particular fans of their rebranding of metal furniture makers Castil, based around clean and versatile designs that highlight Castil's vibrant and customisable products. This new system features a bespoke monospaced typeface and logo design that evokes Castil's adaptability and the precision of its craftsmanship. 6. Smith & Diction Smith & Diction is a small but mighty design and copy studio founded by Mike and Chara Smith in Philadelphia. Born from dreams, late-night chats, and plenty of mistakes, the studio has grown into a creative force known for thoughtful, boundary-pushing branding. Starting out with Mike designing in a tiny apartment while Chara held down a day job, the pair learned the ropes the hard way—and now they're thriving. Recent highlights include their work with Gamma, an AI platform that lets you quickly get ideas out of your head and into a presentation deck or onto a website. Gamma wanted their brand update to feel "VERY fun and a little bit out there" with an AI-first approach. So Smith & Diction worked hard to "put weird to the test" while still developing responsible systems for logo, type and colour. The results, as ever, were exceptional. 7. DNCO DNCO is a London and New York-based creative studio specialising in place branding. They are best known for shaping identities, digital tools, and wayfinding for museums, cultural institutions, and entire neighbourhoods, with clients including the Design Museum, V&A and Transport for London. Recently, DNCO has been making headlines again with its ambitious brand refresh for Dumbo, a New York neighbourhood struggling with misperceptions due to mass tourism. The goal was to highlight Dumbo's unconventional spirit and demonstrate it as "a different side of New York." DNCO preserved the original diagonal logo and introduced a flexible "tape graphic" system, inspired by the neighbourhood's history of inventing the cardboard box, to reflect its ingenuity and reveal new perspectives. The colour palette and typography were chosen to embody Dumbo's industrial and gritty character. 8. Hey Studio Founded by Verònica Fuerte in Barcelona, Spain, Hey Studio is a small, all-female design agency celebrated for its striking use of geometry, bold colour, and playful yet refined visual language. With a focus on branding, illustration, editorial design, and typography, they combine joy with craft to explore issues with heart and purpose. A great example of their impact is their recent branding for Rainbow Wool. This German initiative is transforming wool from gay rams into fashion products to support the LGBT community. As is typical for Hey Studio, the project's identity is vibrant and joyful, utilising bright, curved shapes that will put a smile on everyone's face. 9. Koto Koto is a London-based global branding and digital studio known for co-creation, strategic thinking, expressive design systems, and enduring partnerships. They're well-known in the industry for bringing warmth, optimism and clarity to complex brand challenges. Over the past 18 months, they've undertaken a significant project to refresh Amazon's global brand identity. This extensive undertaking has involved redesigning Amazon's master brand and over 50 of its sub-brands across 15 global markets. Koto's approach, described as "radical coherence", aims to refine and modernize Amazon's most recognizable elements rather than drastically changing them. You can read more about the project here. 10. Robot Food Robot Food is a Leeds-based, brand-first creative studio recognised for its strategic and holistic approach. They're past masters at melding creative ideas with commercial rigour across packaging, brand strategy and campaign design. Recent Robot Food projects have included a bold rebrand for Hip Pop, a soft drinks company specializing in kombucha and alternative sodas. Their goal was to elevate Hip Pop from an indie challenger to a mainstream category leader, moving away from typical health drink aesthetics. The results are visually striking, with black backgrounds prominently featured (a rarity in the health drink aisle), punctuated by vibrant fruit illustrations and flavour-coded colours. Read more about the project here. 11. Saffron Brand Consultants Saffron is an independent global consultancy with offices in London, Madrid, Vienna and Istanbul. With deep expertise in naming, strategy, identity, and design systems, they work with leading public and private-sector clients to develop confident, culturally intelligent brands. One 2025 highlight so far has been their work for Saudi National Bank (SNB) to create NEO, a groundbreaking digital lifestyle bank in Saudi Arabia. Saffron integrated cultural and design trends, including Saudi neo-futurism, for its sonic identity to create a product that supports both individual and community connections. The design system strikes a balance between modern Saudi aesthetics and the practical demands of a fast-paced digital product, ensuring a consistent brand reflection across all interactions. 12. Alright Studio Alright Studio is a full-service strategy, creative, production and technology agency based in Brooklyn, New York. It prides itself on a "no house style" approach for clients, including A24, Meta Platforms, and Post Malone. One of the most exciting of their recent projects has been Offball, a digital-first sports news platform that aims to provide more nuanced, positive sports storytelling. Alright Studio designed a clean, intuitive, editorial-style platform featuring a masthead-like logotype and universal sports iconography, creating a calmer user experience aligned with OffBall's positive content. 13. Wolff Olins Wolff Olins is a global brand consultancy with four main offices: London, New York, San Francisco, and Los Angeles. Known for their courageous, culturally relevant branding and forward-thinking strategy, they collaborate with large corporations and trailblazing organisations to create bold, authentic brand identities that resonate emotionally. A particular highlight of 2025 so far has been their collaboration with Leo Burnett to refresh Sandals Resorts' global brand with the "Made of Caribbean" campaign. This strategic move positions Sandals not merely as a luxury resort but as a cultural ambassador for the Caribbean. Wolff Olins developed a new visual identity called "Natural Vibrancy," integrating local influences with modern design to reflect a genuine connection to the islands' culture. This rebrand speaks to a growing traveller demand for authenticity and meaningful experiences, allowing Sandals to define itself as an extension of the Caribbean itself. 14. COLLINS Founded by Brian Collins, COLLINS is an independent branding and design consultancy based in the US, celebrated for its playful visual language, expressive storytelling and culturally rich identity systems. In the last few months, we've loved the new branding they designed for Barcelona's 25th Offf Festival, which departs from its usual consistent wordmark. The updated identity is inspired by the festival's role within the international creative community, and is rooted in the concept of 'Centre Offf Gravity'. This concept is visually expressed through the festival's name, which appears to exert a gravitational pull on the text boxes, causing them to "stick" to it. Additionally, the 'f's in the wordmark are merged into a continuous line reminiscent of a magnet, with the motion graphics further emphasising the gravitational pull as the name floats and other elements follow. 15. Studio Spass Studio Spass is a creative studio based in Rotterdam, the Netherlands, focused on vibrant and dynamic identity systems that reflect the diverse and multifaceted nature of cultural institutions. One of their recent landmark projects was Bigger, a large-scale typographic installation created for the Shenzhen Art Book Fair. Inspired by tear-off calendars and the physical act of reading, Studio Spass used 264 A4 books, with each page displaying abstract details, to create an evolving grid of colour and type. Visitors were invited to interact with the installation by flipping pages, constantly revealing new layers of design and a hidden message: "Enjoy books!" 16. Applied Design Works Applied Design Works is a New York studio that specialises in reshaping businesses through branding and design. They provide expertise in design, strategy, and implementation, with a focus on building long-term, collaborative relationships with their clients. We were thrilled by their recent work for Grand Central Madison (the station that connects Long Island to Grand Central Terminal), where they were instrumental in ushering in a new era for the transportation hub. Applied Design sought to create a commuter experience that imbued the spirit of New York, showcasing its diversity of thought, voice, and scale that befits one of the greatest cities in the world and one of the greatest structures in it. 17. The Chase The Chase Creative Consultants is a Manchester-based independent creative consultancy with over 35 years of experience, known for blending humour, purpose, and strong branding to rejuvenate popular consumer campaigns. "We're not designers, writers, advertisers or brand strategists," they say, "but all of these and more. An ideas-based creative studio." Recently, they were tasked with shaping the identity of York Central, a major urban regeneration project set to become a new city quarter for York. The Chase developed the identity based on extensive public engagement, listening to residents of all ages about their perceptions of the city and their hopes for the new area. The resulting brand identity uses linear forms that subtly reference York's famous railway hub, symbolising the long-standing connections the city has fostered. 18. A Practice for Everyday Life Based in London and founded by Kirsty Carter and Emma Thomas, A Practice for Everyday Life built a reputation as a sought-after collaborator with like-minded companies, galleries, institutions and individuals. Not to mention a conceptual rigour that ensures each design is meaningful and original. Recently, they've been working on the visual identity for Muzej Lah, a new international museum for contemporary art in Bled, Slovenia opening in 2026. This centres around a custom typeface inspired by the slanted geometry and square detailing of its concrete roof tiles. It also draws from European modernist typography and the experimental lettering of Jože Plečnik, one of Slovenia's most influential architects.⁠ A Practice for Everyday Life. Photo: Carol Sachs Alexey Brodovitch: Astonish Me publication design by A Practice for Everyday Life, 2024. Photo: Ed Park La Biennale di Venezia identity by A Practice for Everyday Life, 2022. Photo: Thomas Adank CAM – Centro de Arte Moderna Gulbenkian identity by A Practice for Everyday Life, 2024. Photo: Sanda Vučković 19. Studio Nari Studio Nari is a London-based creative and branding agency partnering with clients around the world to build "brands that truly connect with people". NARI stands, by the way, for Not Always Right Ideas. As they put it, "It's a name that might sound odd for a branding agency, but it reflects everything we believe." One landmark project this year has been a comprehensive rebrand for the electronic music festival Field Day. Studio Nari created a dynamic and evolving identity that reflects the festival's growth and its connection to the electronic music scene and community. The core idea behind the rebrand is a "reactive future", allowing the brand to adapt and grow with the festival and current trends while maintaining a strong foundation. A new, steadfast wordmark is at its centre, while a new marque has been introduced for the first time. 20. Beetroot Design Group Beetroot is a 25‑strong creative studio celebrated for its bold identities and storytelling-led approach. Based in Thessaloniki, Greece, their work spans visual identity, print, digital and motion, and has earned international recognition, including Red Dot Awards. Recently, they also won a Wood Pencil at the D&AD Awards 2025 for a series of posters created to promote live jazz music events. The creative idea behind all three designs stems from improvisation as a key feature of jazz. Each poster communicates the artist's name and other relevant information through a typographical "improvisation". 21. Kind Studio Kind Studio is an independent creative agency based in London that specialises in branding and digital design, as well as offering services in animation, creative and art direction, and print design. Their goal is to collaborate closely with clients to create impactful and visually appealing designs. One recent project that piqued our interest was a bilingual, editorially-driven digital platform for FC Como Women, a professional Italian football club. To reflect the club's ambition of promoting gender equality and driving positive social change within football, the new website employs bold typography, strong imagery, and an empowering tone of voice to inspire and disseminate its message. 22. Slug Global Slug Global is a creative agency and art collective founded by artist and musician Bosco (Brittany Bosco). Focused on creating immersive experiences "for both IRL and URL", their goal is to work with artists and brands to establish a sustainable media platform that embodies the values of young millennials, Gen Z and Gen Alpha. One of Slug Global's recent projects involved a collaboration with SheaMoisture and xoNecole for a three-part series called The Root of It. This series celebrates black beauty and hair, highlighting its significance as a connection to ancestry, tradition, blueprint and culture for black women. 23. Little Troop New York studio Little Troop crafts expressive and intimate branding for lifestyle, fashion, and cultural clients. Led by creative directors Noemie Le Coz and Jeremy Elliot, they're known for their playful and often "kid-like" approach to design, drawing inspiration from their own experiences as 90s kids. One of their recent and highly acclaimed projects is the visual identity for MoMA's first-ever family festival, Another World. Little Troop was tasked with developing a comprehensive visual identity that would extend from small items, such as café placemats, to large billboards. Their designs were deliberately a little "dream-like" and relied purely on illustration to sell the festival without needing photography. Little Troop also carefully selected seven colours from MoMA's existing brand guidelines to strike a balance between timelessness, gender neutrality, and fun. 24. Morcos Key Morcos Key is a Brooklyn-based design studio co-founded by Jon Key and Wael Morcos. Collaborating with a diverse range of clients, including arts and cultural institutions, non-profits and commercial enterprises, they're known for translating clients' stories into impactful visual systems through thoughtful conversation and formal expression. One notable project is their visual identity work for Hammer & Hope, a magazine that focuses on politics and culture within the black radical tradition. For this project, Morcos Key developed not only the visual identity but also a custom all-caps typeface to reflect the publication's mission and content. 25. Thirst Thirst, also known as Thirst Craft, is an award-winning strategic drinks packaging design agency based in Glasgow, Scotland, with additional hubs in London and New York. Founded in 2015 by Matthew Stephen Burns and Christopher John Black, the company specializes in building creatively distinctive and commercially effective brands for the beverage industry. To see what they're capable of, check out their work for SKYY Vodka. The new global visual identity system, called Audacious Glamour', aims to unify SKYY under a singular, powerful idea. The visual identity benefits from bolder framing, patterns, and a flavour-forward colour palette to highlight each product's "juicy attitude", while the photography style employs macro shots and liquid highlights to convey a premium feel.
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  • The Download: US climate studies are being shut down, and building cities from lava

    This is today’s edition of The Download, our weekday newsletter that provides a daily dose of what’s going on in the world of technology.

    The Trump administration has shut down more than 100 climate studies

    The Trump administration has terminated National Science Foundation grants for more than 100 research projects related to climate change, according to an MIT Technology Review analysis of a database that tracks such cuts.

    The move will cut off what’s likely to amount to tens of millions of dollars for studies that were previously approved and, in most cases, already in the works. Many believe the administration’s broader motivation is to undermine the power of the university system and prevent research findings that cut against its politics. Read the full story.

    —James Temple

    This architect wants to build cities out of lava

    Arnhildur Pálmadóttir is an architect with an extraordinary mission: to harness molten lava and build cities out of it.Pálmadóttir believes the lava that flows from a single eruption could yield enough building material to lay the foundations of an entire city. She has been researching this possibility for more than five years as part of a project she calls Lavaforming. Together with her son and colleague Arnar Skarphéðinsson, she has identified three potential techniques that could change how future homes are designed and built from repurposed lava. Read the full story.—Elissaveta M. Brandon

    This story is from the most recent edition of our print magazine, which is all about how technology is changing creativity. Subscribe now to read it and to receive future print copies once they land.

    The must-reads

    I’ve combed the internet to find you today’s most fun/important/scary/fascinating stories about technology.

    1 America is failing to win the tech race against ChinaIn fields as diverse as drones and energy.+ Humanoid robots is an area of particular interest.+ China has accused the US of violating the pair’s trade truce.2 Who is really in charge of DOGE?According to a fired staffer, it wasn’t Elon Musk.+ DOGE’s tech takeover threatens the safety and stability of our critical data.3 Brazilians will soon be able to sell their digital dataIt’s the first time citizens will be able to monetize their digital footprint.4 The Trump administration’s anti-vaccine stance is stoking fear among scientistsIt’s slashing funding for mRNA trials, and experts are afraid to speak out.+ This annual shot might protect against HIV infections.5 Tech companies want us to spend longer talking to chatbotsThose conversations can easily veer into dangerous territory.+ How we use AI in the future is up to us.+ This benchmark used Reddit’s AITA to test how much AI models suck up to us.6 Tiktok’s mental health videos are rife with misinformationA lot of the advice is useless at best, and harmful at worst.7 Lawyers are hooked on ChatGPTEven though it’s inherently unreliable.+ Yet another lawyer has been found referencing nonexistent citations.+ How AI is introducing errors into courtrooms.8 How chefs are using generative AI They’re starting to experiment with using it to create innovative new dishes.+ Watch this robot cook shrimp and clean autonomously.9 The influencer suing her rival has dropped her lawsuitThe legal fight over ownership of a basic aesthetic has come to an end.10 Roblox’s new game has sparked a digital fruit underground marketAnd players are already spending millions of dollars every week.Quote of the day

    “We can’t substitute complex thinking with machines. AI can’t replace our curiosity, creativity or emotional intelligence.”

    —Mateusz Demski, a journalist in Poland, tells the Guardian about how his radio station employer laid him off, only to later launch shows fronted by AI-generated presenters.

    One more thing

    ​​Adventures in the genetic time machineAn ancient-DNA revolution is turning the high-speed equipment used to study the DNA of living things on to specimens from the past.The technology is being used to create genetic maps of saber-toothed cats, cave bears, and thousands of ancient humans, including Vikings, Polynesian navigators, and numerous Neanderthals. The total number of ancient humans studied is more than 10,000 and rising fast.The old genes have already revealed remarkable stories of human migrations around the globe.But researchers are hoping ancient DNA will be more than a telescope on the past—they hope it will have concrete practical use in the present. Read the full story. 

    —Antonio Regalado

    We can still have nice things

    A place for comfort, fun and distraction to brighten up your day.+ The ancient Persians managed to keep cool using an innovative breeze-catching technique that could still be useful today.+ Knowledge is power—here’s a helpful list of hoaxes to be aware of.+ How said it: Homer Simpson or Pete Hegseth?+ I had no idea London has so many cat statues.
    #download #climate #studies #are #being
    The Download: US climate studies are being shut down, and building cities from lava
    This is today’s edition of The Download, our weekday newsletter that provides a daily dose of what’s going on in the world of technology. The Trump administration has shut down more than 100 climate studies The Trump administration has terminated National Science Foundation grants for more than 100 research projects related to climate change, according to an MIT Technology Review analysis of a database that tracks such cuts. The move will cut off what’s likely to amount to tens of millions of dollars for studies that were previously approved and, in most cases, already in the works. Many believe the administration’s broader motivation is to undermine the power of the university system and prevent research findings that cut against its politics. Read the full story. —James Temple This architect wants to build cities out of lava Arnhildur Pálmadóttir is an architect with an extraordinary mission: to harness molten lava and build cities out of it.Pálmadóttir believes the lava that flows from a single eruption could yield enough building material to lay the foundations of an entire city. She has been researching this possibility for more than five years as part of a project she calls Lavaforming. Together with her son and colleague Arnar Skarphéðinsson, she has identified three potential techniques that could change how future homes are designed and built from repurposed lava. Read the full story.—Elissaveta M. Brandon This story is from the most recent edition of our print magazine, which is all about how technology is changing creativity. Subscribe now to read it and to receive future print copies once they land. The must-reads I’ve combed the internet to find you today’s most fun/important/scary/fascinating stories about technology. 1 America is failing to win the tech race against ChinaIn fields as diverse as drones and energy.+ Humanoid robots is an area of particular interest.+ China has accused the US of violating the pair’s trade truce.2 Who is really in charge of DOGE?According to a fired staffer, it wasn’t Elon Musk.+ DOGE’s tech takeover threatens the safety and stability of our critical data.3 Brazilians will soon be able to sell their digital dataIt’s the first time citizens will be able to monetize their digital footprint.4 The Trump administration’s anti-vaccine stance is stoking fear among scientistsIt’s slashing funding for mRNA trials, and experts are afraid to speak out.+ This annual shot might protect against HIV infections.5 Tech companies want us to spend longer talking to chatbotsThose conversations can easily veer into dangerous territory.+ How we use AI in the future is up to us.+ This benchmark used Reddit’s AITA to test how much AI models suck up to us.6 Tiktok’s mental health videos are rife with misinformationA lot of the advice is useless at best, and harmful at worst.7 Lawyers are hooked on ChatGPTEven though it’s inherently unreliable.+ Yet another lawyer has been found referencing nonexistent citations.+ How AI is introducing errors into courtrooms.8 How chefs are using generative AI They’re starting to experiment with using it to create innovative new dishes.+ Watch this robot cook shrimp and clean autonomously.9 The influencer suing her rival has dropped her lawsuitThe legal fight over ownership of a basic aesthetic has come to an end.10 Roblox’s new game has sparked a digital fruit underground marketAnd players are already spending millions of dollars every week.Quote of the day “We can’t substitute complex thinking with machines. AI can’t replace our curiosity, creativity or emotional intelligence.” —Mateusz Demski, a journalist in Poland, tells the Guardian about how his radio station employer laid him off, only to later launch shows fronted by AI-generated presenters. One more thing ​​Adventures in the genetic time machineAn ancient-DNA revolution is turning the high-speed equipment used to study the DNA of living things on to specimens from the past.The technology is being used to create genetic maps of saber-toothed cats, cave bears, and thousands of ancient humans, including Vikings, Polynesian navigators, and numerous Neanderthals. The total number of ancient humans studied is more than 10,000 and rising fast.The old genes have already revealed remarkable stories of human migrations around the globe.But researchers are hoping ancient DNA will be more than a telescope on the past—they hope it will have concrete practical use in the present. Read the full story.  —Antonio Regalado We can still have nice things A place for comfort, fun and distraction to brighten up your day.+ The ancient Persians managed to keep cool using an innovative breeze-catching technique that could still be useful today.+ Knowledge is power—here’s a helpful list of hoaxes to be aware of.+ How said it: Homer Simpson or Pete Hegseth?+ I had no idea London has so many cat statues. #download #climate #studies #are #being
    WWW.TECHNOLOGYREVIEW.COM
    The Download: US climate studies are being shut down, and building cities from lava
    This is today’s edition of The Download, our weekday newsletter that provides a daily dose of what’s going on in the world of technology. The Trump administration has shut down more than 100 climate studies The Trump administration has terminated National Science Foundation grants for more than 100 research projects related to climate change, according to an MIT Technology Review analysis of a database that tracks such cuts. The move will cut off what’s likely to amount to tens of millions of dollars for studies that were previously approved and, in most cases, already in the works. Many believe the administration’s broader motivation is to undermine the power of the university system and prevent research findings that cut against its politics. Read the full story. —James Temple This architect wants to build cities out of lava Arnhildur Pálmadóttir is an architect with an extraordinary mission: to harness molten lava and build cities out of it.Pálmadóttir believes the lava that flows from a single eruption could yield enough building material to lay the foundations of an entire city. She has been researching this possibility for more than five years as part of a project she calls Lavaforming. Together with her son and colleague Arnar Skarphéðinsson, she has identified three potential techniques that could change how future homes are designed and built from repurposed lava. Read the full story.—Elissaveta M. Brandon This story is from the most recent edition of our print magazine, which is all about how technology is changing creativity. Subscribe now to read it and to receive future print copies once they land. The must-reads I’ve combed the internet to find you today’s most fun/important/scary/fascinating stories about technology. 1 America is failing to win the tech race against ChinaIn fields as diverse as drones and energy. (WSJ $)+ Humanoid robots is an area of particular interest. (Bloomberg $)+ China has accused the US of violating the pair’s trade truce. (FT $) 2 Who is really in charge of DOGE?According to a fired staffer, it wasn’t Elon Musk. (Wired $)+ DOGE’s tech takeover threatens the safety and stability of our critical data. (MIT Technology Review) 3 Brazilians will soon be able to sell their digital dataIt’s the first time citizens will be able to monetize their digital footprint. (Rest of World) 4 The Trump administration’s anti-vaccine stance is stoking fear among scientistsIt’s slashing funding for mRNA trials, and experts are afraid to speak out. (The Atlantic $)+ This annual shot might protect against HIV infections. (MIT Technology Review) 5 Tech companies want us to spend longer talking to chatbotsThose conversations can easily veer into dangerous territory. (WP $)+ How we use AI in the future is up to us. (New Yorker $)+ This benchmark used Reddit’s AITA to test how much AI models suck up to us. (MIT Technology Review) 6 Tiktok’s mental health videos are rife with misinformationA lot of the advice is useless at best, and harmful at worst. (The Guardian) 7 Lawyers are hooked on ChatGPTEven though it’s inherently unreliable. (The Verge)+ Yet another lawyer has been found referencing nonexistent citations. (The Guardian)+ How AI is introducing errors into courtrooms. (MIT Technology Review) 8 How chefs are using generative AI They’re starting to experiment with using it to create innovative new dishes. (NYT $)+ Watch this robot cook shrimp and clean autonomously. (MIT Technology Review) 9 The influencer suing her rival has dropped her lawsuitThe legal fight over ownership of a basic aesthetic has come to an end. (NBC News) 10 Roblox’s new game has sparked a digital fruit underground marketAnd players are already spending millions of dollars every week. (Bloomberg $) Quote of the day “We can’t substitute complex thinking with machines. AI can’t replace our curiosity, creativity or emotional intelligence.” —Mateusz Demski, a journalist in Poland, tells the Guardian about how his radio station employer laid him off, only to later launch shows fronted by AI-generated presenters. One more thing ​​Adventures in the genetic time machineAn ancient-DNA revolution is turning the high-speed equipment used to study the DNA of living things on to specimens from the past.The technology is being used to create genetic maps of saber-toothed cats, cave bears, and thousands of ancient humans, including Vikings, Polynesian navigators, and numerous Neanderthals. The total number of ancient humans studied is more than 10,000 and rising fast.The old genes have already revealed remarkable stories of human migrations around the globe.But researchers are hoping ancient DNA will be more than a telescope on the past—they hope it will have concrete practical use in the present. Read the full story.  —Antonio Regalado We can still have nice things A place for comfort, fun and distraction to brighten up your day. (Got any ideas? Drop me a line or skeet ’em at me.) + The ancient Persians managed to keep cool using an innovative breeze-catching technique that could still be useful today.+ Knowledge is power—here’s a helpful list of hoaxes to be aware of.+ How said it: Homer Simpson or Pete Hegseth?+ I had no idea London has so many cat statues.
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  • OpenAI wants ChatGPT to be a ‘super assistant’ for every part of your life

    Thanks to the legal discovery process, Google’s antitrust trial with the Department of Justice has provided a fascinating glimpse into the future of ChatGPT.An internal OpenAI strategy document titled “ChatGPT: H1 2025 Strategy” describes the company’s aspiration to build an “AI super assistant that deeply understands you and is your interface to the internet.” Although the document is heavily redacted in parts, it reveals that OpenAI aims for ChatGPT to soon develop into much more than a chatbot. “In the first half of next year, we’ll start evolving ChatGPT into a super-assistant: one that knows you, understands what you care about, and helps with any task that a smart, trustworthy, emotionally intelligent person with a computer could do,” reads the document from late 2024. “The timing is right. Models like 02 and 03 are finally smart enough to reliably perform agentic tasks, tools like computer use can boost ChatGPT’s ability to take action, and interaction paradigms like multimodality and generative UI allow both ChatGPT and users to express themselves in the best way for the task.”The document goes on to describe a “super assistant” as “an intelligent entity with T-shaped skills” for both widely applicable and niche tasks. “The broad part is all about making life easier: answering a question, finding a home, contacting a lawyer, joining a gym, planning vacations, buying gifts, managing calendars, keeping track of todos, sending emails.” It mentions coding as an early example of a more niche task.Even when reading around the redactions, it’s clear that OpenAI sees hardware as essential to its future, and that it wants people to think of ChatGPT as not just a tool, but a companion. This tracks with Sam Altman recently saying that young people are using ChatGPT like a “ life advisor.”“Today, ChatGPT is in our lives through existing form factors — our website, phone, and desktop apps,” another part of the strategy document reads. “But our vision for ChatGPT is to help you with all of your life, no matter where you are. At home, it should help answer questions, play music, and suggest recipes. On the go, it should help you get to places, find the best restaurants, or catch up with friends. At work, it should help you take meeting notes, or prepare for the big presentation. And on solo walks, it should help you reflect and wind down.” At the same time, OpenAI finds itself in a wobbly position. Its infrastructure isn’t able to handle ChatGPT’s rising usage, which explains Altman’s focus on building data centers. In a section of the document describing AI chatbot competition, the company writes that “we are leading here, but we can’t rest,” and that “growth and revenue won’t line up forever.” It acknowledges that there are “powerful incumbents who will leverage their distribution to advantage their own products,” and states that OpenAI will advocate for regulation that requires other platforms to allow people to set ChatGPT as the default assistant.“We have what we need to win: one of the fastest-growing products of all time, a category-defining brand, a research lead, a compute lead, a world-class research team, and an increasing number of effective people with agency who are motivated to ship,” the OpenAI document states. “We don’t rely on ads, giving us flexibility on what to build. Our culture values speed, bold moves, and self-disruption. Maintaining these advantages is hard work but, if we do, they will last for a while.”ElsewhereApple chickens out: For the first time in a decade, Apple won’t have its execs participate in John Gruber’s annual post-WWDC live podcast. Gruber recently wrote the viral “something is rotten in the state of Cupertino” essay, which was widely discussed in Apple circles. Although he hasn’t publicly connected that critical piece to the company backing out of his podcast, it’s easy to see the throughline. It says a lot about the state of Apple when its leaders don’t even want to participate in what has historically been a friendly forum.Elon was high: As Elon Musk attempts to reframe the public’s view of him by doing interviews about SpaceX, The New York Times reports that last year, he was taking so much ketamine that it “was affecting his bladder.” He also reportedly “traveled with a daily medication box that held about 20 pills, including ones with the markings of the stimulant Adderall.” Both Musk and the White House have had multiple opportunities to directly refute this report, and they have not. Now, Musk is at least partially stepping away from DOGE along with key lieutenants like Steve Davis. DOGE may be a failure based on Musk’s own stated hopes for spending cuts, but his closeness to Trump has certainly helped rescue X from financial ruin and grown SpaceX’s business. Now, the more difficult work begins: saving Tesla. Overheard“The way we do ranking is sacrosanct to us.” - Google CEO Sundar Pichai on Decoder, explaining why the company’s search results won’t be changed for President Trump or anyone else. “Compared to previous technology changes, I’m a little bit more worried about the labor impact… Yes, people will adapt, but they may not adapt fast enough.” - Anthropic CEO Dario Amodei on CNN raising the alarm about the technology he is developing. “Meta is a very different company than it was nine years ago when they fired me.” - Anduril founder Palmer Luckey telling Ashlee Vance why he is linking up with Mark Zuckerberg to make headsets for the military. Personnel logThe flattening of Meta’s AI organization has taken effect, with VP Ahmad Al-Dahle no longer overseeing the entire group. Now, he co-leads “AGI Foundations” with Amir Frenkel, VP of engineering, while Connor Hayes runs all AI products. All three men now report to Meta CPO Chris Cox, who has diplomatically framed the changes as a way to “give each org more ownership.”Xbox co-founder J Allard is leading a new ‘breakthrough’ devices group called ZeroOne. One of the devices will be smart home-related, according to job listings.C.J. Mahoney, a former Trump administration official, is being promoted to general counsel at Microsoft, which has also hired Lisa Monaco from the last Biden administration to lead global policy. Reed Hastings is joining the board of Anthropic “because I believe in their approach to AI development, and to help humanity progress.”Sebastian Barrios, previously SVP at Mercado Libre, is joining Roblox as SVP of engineering for several areas, including ads, game discovery, and the company’s virtual currency work.Fidji Simo’s replacement at Instacart will be chief business officer Chris Rogers, who will become the company’s next CEO on August 15th after she officially joins OpenAI.Link listMore to click on:If you haven’t already, don’t forget to subscribe to The Verge, which includes unlimited access to Command Line and all of our reporting.As always, I welcome your feedback, especially if you have thoughts on this issue or a story idea to share. You can respond here or ping me securely on Signal.Thanks for subscribing.See More:
    #openai #wants #chatgpt #super #assistant
    OpenAI wants ChatGPT to be a ‘super assistant’ for every part of your life
    Thanks to the legal discovery process, Google’s antitrust trial with the Department of Justice has provided a fascinating glimpse into the future of ChatGPT.An internal OpenAI strategy document titled “ChatGPT: H1 2025 Strategy” describes the company’s aspiration to build an “AI super assistant that deeply understands you and is your interface to the internet.” Although the document is heavily redacted in parts, it reveals that OpenAI aims for ChatGPT to soon develop into much more than a chatbot. “In the first half of next year, we’ll start evolving ChatGPT into a super-assistant: one that knows you, understands what you care about, and helps with any task that a smart, trustworthy, emotionally intelligent person with a computer could do,” reads the document from late 2024. “The timing is right. Models like 02 and 03 are finally smart enough to reliably perform agentic tasks, tools like computer use can boost ChatGPT’s ability to take action, and interaction paradigms like multimodality and generative UI allow both ChatGPT and users to express themselves in the best way for the task.”The document goes on to describe a “super assistant” as “an intelligent entity with T-shaped skills” for both widely applicable and niche tasks. “The broad part is all about making life easier: answering a question, finding a home, contacting a lawyer, joining a gym, planning vacations, buying gifts, managing calendars, keeping track of todos, sending emails.” It mentions coding as an early example of a more niche task.Even when reading around the redactions, it’s clear that OpenAI sees hardware as essential to its future, and that it wants people to think of ChatGPT as not just a tool, but a companion. This tracks with Sam Altman recently saying that young people are using ChatGPT like a “ life advisor.”“Today, ChatGPT is in our lives through existing form factors — our website, phone, and desktop apps,” another part of the strategy document reads. “But our vision for ChatGPT is to help you with all of your life, no matter where you are. At home, it should help answer questions, play music, and suggest recipes. On the go, it should help you get to places, find the best restaurants, or catch up with friends. At work, it should help you take meeting notes, or prepare for the big presentation. And on solo walks, it should help you reflect and wind down.” At the same time, OpenAI finds itself in a wobbly position. Its infrastructure isn’t able to handle ChatGPT’s rising usage, which explains Altman’s focus on building data centers. In a section of the document describing AI chatbot competition, the company writes that “we are leading here, but we can’t rest,” and that “growth and revenue won’t line up forever.” It acknowledges that there are “powerful incumbents who will leverage their distribution to advantage their own products,” and states that OpenAI will advocate for regulation that requires other platforms to allow people to set ChatGPT as the default assistant.“We have what we need to win: one of the fastest-growing products of all time, a category-defining brand, a research lead, a compute lead, a world-class research team, and an increasing number of effective people with agency who are motivated to ship,” the OpenAI document states. “We don’t rely on ads, giving us flexibility on what to build. Our culture values speed, bold moves, and self-disruption. Maintaining these advantages is hard work but, if we do, they will last for a while.”ElsewhereApple chickens out: For the first time in a decade, Apple won’t have its execs participate in John Gruber’s annual post-WWDC live podcast. Gruber recently wrote the viral “something is rotten in the state of Cupertino” essay, which was widely discussed in Apple circles. Although he hasn’t publicly connected that critical piece to the company backing out of his podcast, it’s easy to see the throughline. It says a lot about the state of Apple when its leaders don’t even want to participate in what has historically been a friendly forum.Elon was high: As Elon Musk attempts to reframe the public’s view of him by doing interviews about SpaceX, The New York Times reports that last year, he was taking so much ketamine that it “was affecting his bladder.” He also reportedly “traveled with a daily medication box that held about 20 pills, including ones with the markings of the stimulant Adderall.” Both Musk and the White House have had multiple opportunities to directly refute this report, and they have not. Now, Musk is at least partially stepping away from DOGE along with key lieutenants like Steve Davis. DOGE may be a failure based on Musk’s own stated hopes for spending cuts, but his closeness to Trump has certainly helped rescue X from financial ruin and grown SpaceX’s business. Now, the more difficult work begins: saving Tesla. Overheard“The way we do ranking is sacrosanct to us.” - Google CEO Sundar Pichai on Decoder, explaining why the company’s search results won’t be changed for President Trump or anyone else. “Compared to previous technology changes, I’m a little bit more worried about the labor impact… Yes, people will adapt, but they may not adapt fast enough.” - Anthropic CEO Dario Amodei on CNN raising the alarm about the technology he is developing. “Meta is a very different company than it was nine years ago when they fired me.” - Anduril founder Palmer Luckey telling Ashlee Vance why he is linking up with Mark Zuckerberg to make headsets for the military. Personnel logThe flattening of Meta’s AI organization has taken effect, with VP Ahmad Al-Dahle no longer overseeing the entire group. Now, he co-leads “AGI Foundations” with Amir Frenkel, VP of engineering, while Connor Hayes runs all AI products. All three men now report to Meta CPO Chris Cox, who has diplomatically framed the changes as a way to “give each org more ownership.”Xbox co-founder J Allard is leading a new ‘breakthrough’ devices group called ZeroOne. One of the devices will be smart home-related, according to job listings.C.J. Mahoney, a former Trump administration official, is being promoted to general counsel at Microsoft, which has also hired Lisa Monaco from the last Biden administration to lead global policy. Reed Hastings is joining the board of Anthropic “because I believe in their approach to AI development, and to help humanity progress.”Sebastian Barrios, previously SVP at Mercado Libre, is joining Roblox as SVP of engineering for several areas, including ads, game discovery, and the company’s virtual currency work.Fidji Simo’s replacement at Instacart will be chief business officer Chris Rogers, who will become the company’s next CEO on August 15th after she officially joins OpenAI.Link listMore to click on:If you haven’t already, don’t forget to subscribe to The Verge, which includes unlimited access to Command Line and all of our reporting.As always, I welcome your feedback, especially if you have thoughts on this issue or a story idea to share. You can respond here or ping me securely on Signal.Thanks for subscribing.See More: #openai #wants #chatgpt #super #assistant
    WWW.THEVERGE.COM
    OpenAI wants ChatGPT to be a ‘super assistant’ for every part of your life
    Thanks to the legal discovery process, Google’s antitrust trial with the Department of Justice has provided a fascinating glimpse into the future of ChatGPT.An internal OpenAI strategy document titled “ChatGPT: H1 2025 Strategy” describes the company’s aspiration to build an “AI super assistant that deeply understands you and is your interface to the internet.” Although the document is heavily redacted in parts, it reveals that OpenAI aims for ChatGPT to soon develop into much more than a chatbot. “In the first half of next year, we’ll start evolving ChatGPT into a super-assistant: one that knows you, understands what you care about, and helps with any task that a smart, trustworthy, emotionally intelligent person with a computer could do,” reads the document from late 2024. “The timing is right. Models like 02 and 03 are finally smart enough to reliably perform agentic tasks, tools like computer use can boost ChatGPT’s ability to take action, and interaction paradigms like multimodality and generative UI allow both ChatGPT and users to express themselves in the best way for the task.”The document goes on to describe a “super assistant” as “an intelligent entity with T-shaped skills” for both widely applicable and niche tasks. “The broad part is all about making life easier: answering a question, finding a home, contacting a lawyer, joining a gym, planning vacations, buying gifts, managing calendars, keeping track of todos, sending emails.” It mentions coding as an early example of a more niche task.Even when reading around the redactions, it’s clear that OpenAI sees hardware as essential to its future, and that it wants people to think of ChatGPT as not just a tool, but a companion. This tracks with Sam Altman recently saying that young people are using ChatGPT like a “ life advisor.”“Today, ChatGPT is in our lives through existing form factors — our website, phone, and desktop apps,” another part of the strategy document reads. “But our vision for ChatGPT is to help you with all of your life, no matter where you are. At home, it should help answer questions, play music, and suggest recipes. On the go, it should help you get to places, find the best restaurants, or catch up with friends. At work, it should help you take meeting notes, or prepare for the big presentation. And on solo walks, it should help you reflect and wind down.” At the same time, OpenAI finds itself in a wobbly position. Its infrastructure isn’t able to handle ChatGPT’s rising usage, which explains Altman’s focus on building data centers. In a section of the document describing AI chatbot competition, the company writes that “we are leading here, but we can’t rest,” and that “growth and revenue won’t line up forever.” It acknowledges that there are “powerful incumbents who will leverage their distribution to advantage their own products,” and states that OpenAI will advocate for regulation that requires other platforms to allow people to set ChatGPT as the default assistant. (Coincidentally, Apple is rumored to soon let iOS users also select Google’s Gemini for Siri queries. Meta AI just hit one billion users as well, thanks mostly to its many hooks in Instagram, WhatsApp, and Facebook.) “We have what we need to win: one of the fastest-growing products of all time, a category-defining brand, a research lead (reasoning, multimodal), a compute lead, a world-class research team, and an increasing number of effective people with agency who are motivated to ship,” the OpenAI document states. “We don’t rely on ads, giving us flexibility on what to build. Our culture values speed, bold moves, and self-disruption. Maintaining these advantages is hard work but, if we do, they will last for a while.”ElsewhereApple chickens out: For the first time in a decade, Apple won’t have its execs participate in John Gruber’s annual post-WWDC live podcast. Gruber recently wrote the viral “something is rotten in the state of Cupertino” essay, which was widely discussed in Apple circles. Although he hasn’t publicly connected that critical piece to the company backing out of his podcast, it’s easy to see the throughline. It says a lot about the state of Apple when its leaders don’t even want to participate in what has historically been a friendly forum.Elon was high: As Elon Musk attempts to reframe the public’s view of him by doing interviews about SpaceX, The New York Times reports that last year, he was taking so much ketamine that it “was affecting his bladder.” He also reportedly “traveled with a daily medication box that held about 20 pills, including ones with the markings of the stimulant Adderall.” Both Musk and the White House have had multiple opportunities to directly refute this report, and they have not. Now, Musk is at least partially stepping away from DOGE along with key lieutenants like Steve Davis. DOGE may be a failure based on Musk’s own stated hopes for spending cuts, but his closeness to Trump has certainly helped rescue X from financial ruin and grown SpaceX’s business. Now, the more difficult work begins: saving Tesla. Overheard“The way we do ranking is sacrosanct to us.” - Google CEO Sundar Pichai on Decoder, explaining why the company’s search results won’t be changed for President Trump or anyone else. “Compared to previous technology changes, I’m a little bit more worried about the labor impact… Yes, people will adapt, but they may not adapt fast enough.” - Anthropic CEO Dario Amodei on CNN raising the alarm about the technology he is developing. “Meta is a very different company than it was nine years ago when they fired me.” - Anduril founder Palmer Luckey telling Ashlee Vance why he is linking up with Mark Zuckerberg to make headsets for the military. Personnel logThe flattening of Meta’s AI organization has taken effect, with VP Ahmad Al-Dahle no longer overseeing the entire group. Now, he co-leads “AGI Foundations” with Amir Frenkel, VP of engineering, while Connor Hayes runs all AI products. All three men now report to Meta CPO Chris Cox, who has diplomatically framed the changes as a way to “give each org more ownership.”Xbox co-founder J Allard is leading a new ‘breakthrough’ devices group at Amazon called ZeroOne. One of the devices will be smart home-related, according to job listings.C.J. Mahoney, a former Trump administration official, is being promoted to general counsel at Microsoft, which has also hired Lisa Monaco from the last Biden administration to lead global policy. Reed Hastings is joining the board of Anthropic “because I believe in their approach to AI development, and to help humanity progress.” (He’s joining Anthropic’s corporate board, not the supervising board of its public benefit trust that can hire and fire corporate directors.)Sebastian Barrios, previously SVP at Mercado Libre, is joining Roblox as SVP of engineering for several areas, including ads, game discovery, and the company’s virtual currency work.Fidji Simo’s replacement at Instacart will be chief business officer Chris Rogers, who will become the company’s next CEO on August 15th after she officially joins OpenAI.Link listMore to click on:If you haven’t already, don’t forget to subscribe to The Verge, which includes unlimited access to Command Line and all of our reporting.As always, I welcome your feedback, especially if you have thoughts on this issue or a story idea to share. You can respond here or ping me securely on Signal.Thanks for subscribing.See More:
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  • The big Leslie Benzies interview: MindsEye, Everywhere, and the double-edged sword of GTA

    The big Leslie Benzies interview: MindsEye, Everywhere, and the double-edged sword of GTA
    How Build A Rocket Boy developed its debut project

    Feature

    by Samuel Roberts
    Editorial Director

    Published on May 30, 2025

    As the producer behind the Grand Theft Auto games from GTA 3 through to GTA 5, as well as Red Dead Redemption and LA Noire, any project with Leslie Benzies' name on it is going to be a lightning rod for attention.
    MindsEye, the first game from Benzies' studio Build A Rocket Boy, is getting plenty of it – even if some of that attention has been less positive.
    MindsEye is a single-player third-person shooter with vehicle gameplay, set in a Las Vegas-style city called Redrock. It's a techno-thriller story about a former soldier called Jacob Diaz – but it's clear from visiting BARB in Edinburgh this week that the game is envisioned as a gateway into something much larger, both in the fiction of MindsEye, and for players who pick the game up.
    That includes a user-generated content platform called Build.MindsEye, where players on PC can create levels using relatively straightforward tools that incorporate any object in the game.
    When asked if third-person shooter levels or driving sections were the limits of the build side of MindsEye, the developers showed other examples of how they can be used, like massively increasing the proportions of a basketball, dropping it into the world, and functionally making an in-game version of Rocket League.
    Still, while MindsEye launches on June 10, 2025, for PC and consoles, many questions remain unanswered, including the future of its long-gestating Everywhere project.
    Benzies sat down with GamesIndustry.biz earlier this week to talk us through his vision for the game.
    This interview has been edited for brevity and clarity.

    Image credit: Austin Hargrave

    What's your grand vision for MindsEye? What will it be at launch, and where is it going in the future?
    MindsEye is one story in an epic universe. The other stories take place at different time periods, anddifferent locations in the universe. This story is Jacob Diaz's story. There are also other stories within MindsEye, so we tell the backstories of other characters Jacob will meet.
    That's the way we're going to fill out the universe over time – so when you travel around, all the stories will be connected by one overarching theme, and each story will have different mechanics. And we'll give these mechanics to players within the creator tools.
    What will happen with the game after launch?will support the game through Play.MindsEye, with continuous new content. Some of the content, like races, are made just for fun. Butmost of the content, we'll try and incorporate it into the story. So once you've played the big overarching ten-year plan, you'll have a very good idea of what this universe looks like.
    We have plans to add multiplayer,we have plans to make a full open world. And of course, we've also got to look at what players are creating, and incorporate that into our plans. Given the ease of the tools, we think there's going to be a high percentage of players who will jump in and give it a pop, see how it feels. Hopefully some will create compelling content we can then promote and make that part of our plans to push to other players.
    Is it best to think of MindsEye as the first game in a series of games? Or one game as part of a larger experience?
    MindsEye sits bang in the middle of our story. So, we're going to go back 10,000 years, then we're going to go forward a certain amount of time. It's the relevant piece of the puzzle that will have players asking questions of what the bigger story is.
    We've intentionally not released footage of huge parts of the game, because we don't want to spoil anything for players. But this story does take some unusual twists.

    What's your vision for the multiplayer component of the game?
    I guess there's two sides to the answer. The dream from the building side is to allow players the opportunity to create their own multiplayer open world games with ease. So anyone could pick up the game, jump in, drive around, stop at a point where they see something of interest, build a little mission, jump back in the car, drive again, build another mission. Once you've built a couple of hundred of these, you've built your own open world game. So, that's the build side.
    From our side, we want toa place where people can socialise, play together, and engage in the stories that we build. So, we do have plans next year to launch an open world multiplayer game that takes place a year after MindsEye finishes. In the interim, we also have an open world free roam game that spans from when MindsEye finishes to the launch of the open world multiplayer game.
    All of these stories interconnect in a fairly unique and original way, which I think players like these days. They like the complexity of deeper stories.
    You're selling the base game at launch, with a pass for upcoming content additions. Do you have a vision for how you're going to package future stories in the overarching MindsEye experience?
    It depends on the scale of the story. Some will be free, and some will be paid.
    After you left Rockstar Games, what came next? What led to you building the studio?
    I spent a few years looking into some other things: goingsome property development. Using some of the games experience, we made a thing called VR-Chitect, which allowed you to build houses and view them in VR.
    I spent a lot of time in Los Angeles at this point, and this is when the droughts were very bad. I got intothese machines that would suck water out of the air. Still sitting in my back garden in Los Angeles is this big clunky machine, it works like an air-conditioning unit. It could suck up one thousand litres of water. So I got involved with that.
    But there's really nothing like making games. The different types of people – the lawyers, the accountants, the programmers, the artists, the dancers, the singers – that bunch of people in one big pot, all working together, and turning something from a piece of paper intoscreen – that's where I get my excitement.
    Since I was a kid, that's what I've wanted to do. I thought, 'I better get back into making games' because nothing else was as much fun.

    What was the journey towards creating MindsEye as your first standalone release?
    Your first game's always your hardest. You have to build systems, you have to build the team. Everything is new. You don't really see a lot on the screen until way down the line, because you're building underlying systems, physics systems, the gameplay systems.
    It's a slow start, but what you end up with is an engine, and obviously we use Unreal, which provides a certain level of support and building. On top of that, we've got to build our own stuff., we have to pack up everything we build and present it nicely for the creator tools. So it adds this extra layer of complexity to everything. But now, given where we are, the speed that we can iterate, we can very quickly place enemies, place vehicles, place puzzles, whatever, and get a feel for a game.
    We've now got a great, experienced team – a lot of talented guys in there. In the old days, you'd get a game, stick it on the shelf, and you'd wave goodbye. It's not like that anymore. You're continually fixing things.
    When you release a game, you've suddenly got, not a hundred testers, but hopefully millions of testers. You've got to continually fix, continually optimise, and especially with the tools that we've got, we want to continually create new content.
    So MindsEye is a standalone game, and Everywhere is not mentioned anywhere on the Steam page. But obviously there's a strong 'build' component to this game, which was part of the Everywhere pitch. What does this mean for Everywhere, and what was behind the decision to package the game this way?
    This is all part of a bigger story and ecosystem that we've got planned.
    Everywhere is going to show up again pretty soon. Everything we're working on, there's a story behind it – a big overarching story. So Everywhere will come back, and it fits into this story somewhere. I can't tell you, because it would be a spoiler. But that's going to reappear soon, and it will all be a part of the same product.
    "I'm not sure it would've been smart as a company to say, 'we are going to compete with the biggest game on the planet'"
    Leslie Benzies, Build A Rocket Boy
    In terms of the tools, the tool doesn't really care what world you're building in. It sits separately. So any game we create, it will naturally work on top of it. But we're big fans of keeping everything thematically connected, or connected through a narrative, and you'll see it.
    The bigger story will become obvious, once you've played through all of MindsEye. Then you might start to see how it all connects together, to the Everywhere world.
    Has the landscape for something like Everywhere, or the build component to MindsEye, changed as platforms like UEFN have taken off or Roblox has become so huge?
    It's great to see these tools being used by people. I build a lot with my son, and when he builds, I see the excitement he gets. It reminds me of when I was a kid with my Dragon 32 computer, managing to get a little character moving on the screen – that excitement of, 'wow, I did that'. Giving that to other people is massive.
    It's still very difficult to build in Roblox. For example, when my son wants to do it, I have to jump in. I used to be a programmer, and I struggle to build in there.
    When he wants to run around and scream with his friends he's in Roblox; when he wants to build he'll jump into Minecraft, because Minecraft is a much easier system to build within. And I think we sit somewhere in the middle: you can get very high quality, fun games, but they're very easy to build.
    I think we're at the infancy of this in video games. We're at the very beginning of it, and we're going to see way, way more of it. It doesn't necessarily have to be presenting it to your friends, or to an audience. I think the process of creating for a human being is fun in itself.

    MindsEye has been positioned as a linear game. You are best known for creating open world games. What was behind the decision to make MindsEye a more linear, narrative-driven experience?
    I think certain stories are more difficult to present to players in an open world setting. Open world gives you freedom – you don't necessarily want freedom to portray a story. For MindsEye, it's a very set time in a character, Jacob Diaz's, life. You pick up as Jacob when he arrives in Redrock, and then you leave Jacob at a certain point in the future.
    And so, it'd be very difficult for us to have an open world in there. It's horses for courses: it depends what you're doing. But for Jacob's story, it had to be a linear game.
    Having said that, there are open world experiences in there, and we can build them through Build.MindsEye. There is a free roam open world mode, where you playa different character and you see his time, from the end of MindsEye, to the point of our next big planned launch.
    Again, they're all connected through a narrative, and we really want to show the universe, show the stories that have taken place in the universe, the characters in that universe, and see how they've experienced the same experience but from different viewpoints.
    "The dream from the building side is to allow players the opportunity to create their own multiplayer open world games with ease"
    Leslie Benzies, Build A Rocket Boy
    Was there ever a discussion about creating a more traditional GTA competitor?
    In design, you look at a lot of different options.
    I'm not sure it would've been smart as a company to say, 'we are going to compete with the biggest game on the planet'. I'm not sure that would be the best business decision to make. We went through a bunch of different designs, and to tell our story, this is what we landed on.
    MindsEye is priced more like a game from a decade ago at and it'll take around 20 hours to finish. Can you talk about how you settled on the game's length and scope, and how you made that decision around price?
    So you've got the MindsEye campaign, and yes, it'll be about 20ish hours. But you do have all this other side content: there's going to be this continuous stream of content.
    These days, there are so many different options for people. It's not just games: there's streaming TV, so many good shows out there. I don't think you can have filler content in games. I think people want the meat, and they want the potatoes. We've tried to make as much meat as we can, if that makes sense.
    I think that's a good length for a game. What you also find through data, is thatbig games, people don't play them all. The majority of people – 60% or 70% of people – don't actually play games to the end.
    So when you're making something, I would prefer – I'm sure the team would say the same –you had the whole experience from start to finish, and not create this 200-hour game. Create something that is finishable, but have some side things that will fill out the universe. A lot of the side missions on the play side of MindsEye do fill out the characters' back stories, or do fill out what was happening in the world.
    On price: the world's in a funny place. People are worried about the price of eggs. So value for money, I think people appreciate that when times are difficult.

    I was curious why you waited until quite late in the day to reveal the build element of the game, only because it seemed you were being quite church and state with how MindsEye is releasing versus what Everywhere is.
    So in general, we believe – and again, it goes back to the amount of information, the amount of options people have these days – I don't think you can have extended marketing times. It's very expensive, we're a start-up. I think you lose interest from people.
    There are so many things for people to do, that if you extend it, you're not punching through to the place you need to be.
    I've seen other games, nine years before launch, it's getting talked about. I'm not sure that's the way of the world these days. You'll see there are games that never go to market: the day of launch was the marketing campaign, and it worked very well. So I think we tried to compress ours down for that reason.
    On the MindsEye.Playpart of it, yeah, maybe we should've got that out there sooner, but it is a nice little surprise to give players.
    That's the thing with marketing – you never know what's the right or wrong way to do it, you've got to go with your gut, your senses, and test it.
    Being who you are, it brings a certain level of expectation and attention. Do you find it a double-edged sword, launching a new studio and launching a new game, with your background?
    Yes. There's always comparisons, and I think that's how humans work.
    As kids, we're taught to put a triangle into a triangular hole, and a square into a square hole. I think we do that for the rest of our lives, and we like to describe something new as 'it's X plus Y, with a bit of Z in there'. It makes things easy for us. It's maybe humans optimising the way we communicate.
    So there are comparisons. It serves us well in some ways, it doesn't serve us well in others. Dave Grohl said it well when he formed the Foo Fighters: nobody's interested in the Foo Fighters, all they were interested in was Nirvana.
    The guys have built something very cool, and I just hope people can see it for what it's trying to be.
    #big #leslie #benzies #interview #mindseye
    The big Leslie Benzies interview: MindsEye, Everywhere, and the double-edged sword of GTA
    The big Leslie Benzies interview: MindsEye, Everywhere, and the double-edged sword of GTA How Build A Rocket Boy developed its debut project Feature by Samuel Roberts Editorial Director Published on May 30, 2025 As the producer behind the Grand Theft Auto games from GTA 3 through to GTA 5, as well as Red Dead Redemption and LA Noire, any project with Leslie Benzies' name on it is going to be a lightning rod for attention. MindsEye, the first game from Benzies' studio Build A Rocket Boy, is getting plenty of it – even if some of that attention has been less positive. MindsEye is a single-player third-person shooter with vehicle gameplay, set in a Las Vegas-style city called Redrock. It's a techno-thriller story about a former soldier called Jacob Diaz – but it's clear from visiting BARB in Edinburgh this week that the game is envisioned as a gateway into something much larger, both in the fiction of MindsEye, and for players who pick the game up. That includes a user-generated content platform called Build.MindsEye, where players on PC can create levels using relatively straightforward tools that incorporate any object in the game. When asked if third-person shooter levels or driving sections were the limits of the build side of MindsEye, the developers showed other examples of how they can be used, like massively increasing the proportions of a basketball, dropping it into the world, and functionally making an in-game version of Rocket League. Still, while MindsEye launches on June 10, 2025, for PC and consoles, many questions remain unanswered, including the future of its long-gestating Everywhere project. Benzies sat down with GamesIndustry.biz earlier this week to talk us through his vision for the game. This interview has been edited for brevity and clarity. Image credit: Austin Hargrave What's your grand vision for MindsEye? What will it be at launch, and where is it going in the future? MindsEye is one story in an epic universe. The other stories take place at different time periods, anddifferent locations in the universe. This story is Jacob Diaz's story. There are also other stories within MindsEye, so we tell the backstories of other characters Jacob will meet. That's the way we're going to fill out the universe over time – so when you travel around, all the stories will be connected by one overarching theme, and each story will have different mechanics. And we'll give these mechanics to players within the creator tools. What will happen with the game after launch?will support the game through Play.MindsEye, with continuous new content. Some of the content, like races, are made just for fun. Butmost of the content, we'll try and incorporate it into the story. So once you've played the big overarching ten-year plan, you'll have a very good idea of what this universe looks like. We have plans to add multiplayer,we have plans to make a full open world. And of course, we've also got to look at what players are creating, and incorporate that into our plans. Given the ease of the tools, we think there's going to be a high percentage of players who will jump in and give it a pop, see how it feels. Hopefully some will create compelling content we can then promote and make that part of our plans to push to other players. Is it best to think of MindsEye as the first game in a series of games? Or one game as part of a larger experience? MindsEye sits bang in the middle of our story. So, we're going to go back 10,000 years, then we're going to go forward a certain amount of time. It's the relevant piece of the puzzle that will have players asking questions of what the bigger story is. We've intentionally not released footage of huge parts of the game, because we don't want to spoil anything for players. But this story does take some unusual twists. What's your vision for the multiplayer component of the game? I guess there's two sides to the answer. The dream from the building side is to allow players the opportunity to create their own multiplayer open world games with ease. So anyone could pick up the game, jump in, drive around, stop at a point where they see something of interest, build a little mission, jump back in the car, drive again, build another mission. Once you've built a couple of hundred of these, you've built your own open world game. So, that's the build side. From our side, we want toa place where people can socialise, play together, and engage in the stories that we build. So, we do have plans next year to launch an open world multiplayer game that takes place a year after MindsEye finishes. In the interim, we also have an open world free roam game that spans from when MindsEye finishes to the launch of the open world multiplayer game. All of these stories interconnect in a fairly unique and original way, which I think players like these days. They like the complexity of deeper stories. You're selling the base game at launch, with a pass for upcoming content additions. Do you have a vision for how you're going to package future stories in the overarching MindsEye experience? It depends on the scale of the story. Some will be free, and some will be paid. After you left Rockstar Games, what came next? What led to you building the studio? I spent a few years looking into some other things: goingsome property development. Using some of the games experience, we made a thing called VR-Chitect, which allowed you to build houses and view them in VR. I spent a lot of time in Los Angeles at this point, and this is when the droughts were very bad. I got intothese machines that would suck water out of the air. Still sitting in my back garden in Los Angeles is this big clunky machine, it works like an air-conditioning unit. It could suck up one thousand litres of water. So I got involved with that. But there's really nothing like making games. The different types of people – the lawyers, the accountants, the programmers, the artists, the dancers, the singers – that bunch of people in one big pot, all working together, and turning something from a piece of paper intoscreen – that's where I get my excitement. Since I was a kid, that's what I've wanted to do. I thought, 'I better get back into making games' because nothing else was as much fun. What was the journey towards creating MindsEye as your first standalone release? Your first game's always your hardest. You have to build systems, you have to build the team. Everything is new. You don't really see a lot on the screen until way down the line, because you're building underlying systems, physics systems, the gameplay systems. It's a slow start, but what you end up with is an engine, and obviously we use Unreal, which provides a certain level of support and building. On top of that, we've got to build our own stuff., we have to pack up everything we build and present it nicely for the creator tools. So it adds this extra layer of complexity to everything. But now, given where we are, the speed that we can iterate, we can very quickly place enemies, place vehicles, place puzzles, whatever, and get a feel for a game. We've now got a great, experienced team – a lot of talented guys in there. In the old days, you'd get a game, stick it on the shelf, and you'd wave goodbye. It's not like that anymore. You're continually fixing things. When you release a game, you've suddenly got, not a hundred testers, but hopefully millions of testers. You've got to continually fix, continually optimise, and especially with the tools that we've got, we want to continually create new content. So MindsEye is a standalone game, and Everywhere is not mentioned anywhere on the Steam page. But obviously there's a strong 'build' component to this game, which was part of the Everywhere pitch. What does this mean for Everywhere, and what was behind the decision to package the game this way? This is all part of a bigger story and ecosystem that we've got planned. Everywhere is going to show up again pretty soon. Everything we're working on, there's a story behind it – a big overarching story. So Everywhere will come back, and it fits into this story somewhere. I can't tell you, because it would be a spoiler. But that's going to reappear soon, and it will all be a part of the same product. "I'm not sure it would've been smart as a company to say, 'we are going to compete with the biggest game on the planet'" Leslie Benzies, Build A Rocket Boy In terms of the tools, the tool doesn't really care what world you're building in. It sits separately. So any game we create, it will naturally work on top of it. But we're big fans of keeping everything thematically connected, or connected through a narrative, and you'll see it. The bigger story will become obvious, once you've played through all of MindsEye. Then you might start to see how it all connects together, to the Everywhere world. Has the landscape for something like Everywhere, or the build component to MindsEye, changed as platforms like UEFN have taken off or Roblox has become so huge? It's great to see these tools being used by people. I build a lot with my son, and when he builds, I see the excitement he gets. It reminds me of when I was a kid with my Dragon 32 computer, managing to get a little character moving on the screen – that excitement of, 'wow, I did that'. Giving that to other people is massive. It's still very difficult to build in Roblox. For example, when my son wants to do it, I have to jump in. I used to be a programmer, and I struggle to build in there. When he wants to run around and scream with his friends he's in Roblox; when he wants to build he'll jump into Minecraft, because Minecraft is a much easier system to build within. And I think we sit somewhere in the middle: you can get very high quality, fun games, but they're very easy to build. I think we're at the infancy of this in video games. We're at the very beginning of it, and we're going to see way, way more of it. It doesn't necessarily have to be presenting it to your friends, or to an audience. I think the process of creating for a human being is fun in itself. MindsEye has been positioned as a linear game. You are best known for creating open world games. What was behind the decision to make MindsEye a more linear, narrative-driven experience? I think certain stories are more difficult to present to players in an open world setting. Open world gives you freedom – you don't necessarily want freedom to portray a story. For MindsEye, it's a very set time in a character, Jacob Diaz's, life. You pick up as Jacob when he arrives in Redrock, and then you leave Jacob at a certain point in the future. And so, it'd be very difficult for us to have an open world in there. It's horses for courses: it depends what you're doing. But for Jacob's story, it had to be a linear game. Having said that, there are open world experiences in there, and we can build them through Build.MindsEye. There is a free roam open world mode, where you playa different character and you see his time, from the end of MindsEye, to the point of our next big planned launch. Again, they're all connected through a narrative, and we really want to show the universe, show the stories that have taken place in the universe, the characters in that universe, and see how they've experienced the same experience but from different viewpoints. "The dream from the building side is to allow players the opportunity to create their own multiplayer open world games with ease" Leslie Benzies, Build A Rocket Boy Was there ever a discussion about creating a more traditional GTA competitor? In design, you look at a lot of different options. I'm not sure it would've been smart as a company to say, 'we are going to compete with the biggest game on the planet'. I'm not sure that would be the best business decision to make. We went through a bunch of different designs, and to tell our story, this is what we landed on. MindsEye is priced more like a game from a decade ago at and it'll take around 20 hours to finish. Can you talk about how you settled on the game's length and scope, and how you made that decision around price? So you've got the MindsEye campaign, and yes, it'll be about 20ish hours. But you do have all this other side content: there's going to be this continuous stream of content. These days, there are so many different options for people. It's not just games: there's streaming TV, so many good shows out there. I don't think you can have filler content in games. I think people want the meat, and they want the potatoes. We've tried to make as much meat as we can, if that makes sense. I think that's a good length for a game. What you also find through data, is thatbig games, people don't play them all. The majority of people – 60% or 70% of people – don't actually play games to the end. So when you're making something, I would prefer – I'm sure the team would say the same –you had the whole experience from start to finish, and not create this 200-hour game. Create something that is finishable, but have some side things that will fill out the universe. A lot of the side missions on the play side of MindsEye do fill out the characters' back stories, or do fill out what was happening in the world. On price: the world's in a funny place. People are worried about the price of eggs. So value for money, I think people appreciate that when times are difficult. I was curious why you waited until quite late in the day to reveal the build element of the game, only because it seemed you were being quite church and state with how MindsEye is releasing versus what Everywhere is. So in general, we believe – and again, it goes back to the amount of information, the amount of options people have these days – I don't think you can have extended marketing times. It's very expensive, we're a start-up. I think you lose interest from people. There are so many things for people to do, that if you extend it, you're not punching through to the place you need to be. I've seen other games, nine years before launch, it's getting talked about. I'm not sure that's the way of the world these days. You'll see there are games that never go to market: the day of launch was the marketing campaign, and it worked very well. So I think we tried to compress ours down for that reason. On the MindsEye.Playpart of it, yeah, maybe we should've got that out there sooner, but it is a nice little surprise to give players. That's the thing with marketing – you never know what's the right or wrong way to do it, you've got to go with your gut, your senses, and test it. Being who you are, it brings a certain level of expectation and attention. Do you find it a double-edged sword, launching a new studio and launching a new game, with your background? Yes. There's always comparisons, and I think that's how humans work. As kids, we're taught to put a triangle into a triangular hole, and a square into a square hole. I think we do that for the rest of our lives, and we like to describe something new as 'it's X plus Y, with a bit of Z in there'. It makes things easy for us. It's maybe humans optimising the way we communicate. So there are comparisons. It serves us well in some ways, it doesn't serve us well in others. Dave Grohl said it well when he formed the Foo Fighters: nobody's interested in the Foo Fighters, all they were interested in was Nirvana. The guys have built something very cool, and I just hope people can see it for what it's trying to be. #big #leslie #benzies #interview #mindseye
    WWW.GAMESINDUSTRY.BIZ
    The big Leslie Benzies interview: MindsEye, Everywhere, and the double-edged sword of GTA
    The big Leslie Benzies interview: MindsEye, Everywhere, and the double-edged sword of GTA How Build A Rocket Boy developed its debut project Feature by Samuel Roberts Editorial Director Published on May 30, 2025 As the producer behind the Grand Theft Auto games from GTA 3 through to GTA 5, as well as Red Dead Redemption and LA Noire, any project with Leslie Benzies' name on it is going to be a lightning rod for attention. MindsEye, the first game from Benzies' studio Build A Rocket Boy, is getting plenty of it – even if some of that attention has been less positive. MindsEye is a single-player third-person shooter with vehicle gameplay, set in a Las Vegas-style city called Redrock. It's a techno-thriller story about a former soldier called Jacob Diaz – but it's clear from visiting BARB in Edinburgh this week that the game is envisioned as a gateway into something much larger, both in the fiction of MindsEye, and for players who pick the game up. That includes a user-generated content platform called Build.MindsEye, where players on PC can create levels using relatively straightforward tools that incorporate any object in the game. When asked if third-person shooter levels or driving sections were the limits of the build side of MindsEye, the developers showed other examples of how they can be used, like massively increasing the proportions of a basketball, dropping it into the world, and functionally making an in-game version of Rocket League. Still, while MindsEye launches on June 10, 2025, for PC and consoles, many questions remain unanswered, including the future of its long-gestating Everywhere project. Benzies sat down with GamesIndustry.biz earlier this week to talk us through his vision for the game. This interview has been edited for brevity and clarity. Image credit: Austin Hargrave What's your grand vision for MindsEye? What will it be at launch, and where is it going in the future? MindsEye is one story in an epic universe. The other stories take place at different time periods, and [at] different locations in the universe. This story is Jacob Diaz's story. There are also other stories within MindsEye, so we tell the backstories of other characters Jacob will meet. That's the way we're going to fill out the universe over time – so when you travel around, all the stories will be connected by one overarching theme, and each story will have different mechanics. And we'll give these mechanics to players within the creator tools. What will happen with the game after launch? [The studio] will support the game through Play.MindsEye, with continuous new content. Some of the content, like races, are made just for fun. But [with] most of the content, we'll try and incorporate it into the story. So once you've played the big overarching ten-year plan, you'll have a very good idea of what this universe looks like. We have plans to add multiplayer, [and] we have plans to make a full open world. And of course, we've also got to look at what players are creating, and incorporate that into our plans. Given the ease of the tools, we think there's going to be a high percentage of players who will jump in and give it a pop, see how it feels. Hopefully some will create compelling content we can then promote and make that part of our plans to push to other players. Is it best to think of MindsEye as the first game in a series of games? Or one game as part of a larger experience? MindsEye sits bang in the middle of our story. So, we're going to go back 10,000 years, then we're going to go forward a certain amount of time. It's the relevant piece of the puzzle that will have players asking questions of what the bigger story is. We've intentionally not released footage of huge parts of the game, because we don't want to spoil anything for players. But this story does take some unusual twists. What's your vision for the multiplayer component of the game? I guess there's two sides to the answer. The dream from the building side is to allow players the opportunity to create their own multiplayer open world games with ease. So anyone could pick up the game, jump in, drive around, stop at a point where they see something of interest, build a little mission, jump back in the car, drive again, build another mission. Once you've built a couple of hundred of these, you've built your own open world game. So, that's the build side. From our side, we want to [create] a place where people can socialise, play together, and engage in the stories that we build. So, we do have plans next year to launch an open world multiplayer game that takes place a year after MindsEye finishes. In the interim, we also have an open world free roam game that spans from when MindsEye finishes to the launch of the open world multiplayer game. All of these stories interconnect in a fairly unique and original way, which I think players like these days. They like the complexity of deeper stories. You're selling the base game at launch, with a pass for upcoming content additions. Do you have a vision for how you're going to package future stories in the overarching MindsEye experience? It depends on the scale of the story. Some will be free, and some will be paid. After you left Rockstar Games, what came next? What led to you building the studio? I spent a few years looking into some other things: going [into] some property development. Using some of the games experience, we made a thing called VR-Chitect, which allowed you to build houses and view them in VR. I spent a lot of time in Los Angeles at this point, and this is when the droughts were very bad. I got into [making] these machines that would suck water out of the air. Still sitting in my back garden in Los Angeles is this big clunky machine, it works like an air-conditioning unit. It could suck up one thousand litres of water. So I got involved with that. But there's really nothing like making games. The different types of people – the lawyers, the accountants, the programmers, the artists, the dancers, the singers – that bunch of people in one big pot, all working together, and turning something from a piece of paper into [something on the] screen – that's where I get my excitement. Since I was a kid, that's what I've wanted to do. I thought, 'I better get back into making games' because nothing else was as much fun. What was the journey towards creating MindsEye as your first standalone release? Your first game's always your hardest. You have to build systems, you have to build the team. Everything is new. You don't really see a lot on the screen until way down the line, because you're building underlying systems, physics systems, the gameplay systems. It's a slow start, but what you end up with is an engine, and obviously we use Unreal, which provides a certain level of support and building. On top of that, we've got to build our own stuff. [Plus], we have to pack up everything we build and present it nicely for the creator tools. So it adds this extra layer of complexity to everything. But now, given where we are, the speed that we can iterate, we can very quickly place enemies, place vehicles, place puzzles, whatever, and get a feel for a game. We've now got a great, experienced team – a lot of talented guys in there. In the old days, you'd get a game, stick it on the shelf, and you'd wave goodbye. It's not like that anymore. You're continually fixing things. When you release a game, you've suddenly got, not a hundred testers, but hopefully millions of testers. You've got to continually fix, continually optimise, and especially with the tools that we've got, we want to continually create new content. So MindsEye is a standalone game, and Everywhere is not mentioned anywhere on the Steam page. But obviously there's a strong 'build' component to this game, which was part of the Everywhere pitch. What does this mean for Everywhere, and what was behind the decision to package the game this way? This is all part of a bigger story and ecosystem that we've got planned. Everywhere is going to show up again pretty soon. Everything we're working on, there's a story behind it – a big overarching story. So Everywhere will come back, and it fits into this story somewhere. I can't tell you [where], because it would be a spoiler. But that's going to reappear soon, and it will all be a part of the same product. "I'm not sure it would've been smart as a company to say, 'we are going to compete with the biggest game on the planet'" Leslie Benzies, Build A Rocket Boy In terms of the tools, the tool doesn't really care what world you're building in. It sits separately. So any game we create, it will naturally work on top of it. But we're big fans of keeping everything thematically connected, or connected through a narrative, and you'll see it. The bigger story will become obvious, once you've played through all of MindsEye. Then you might start to see how it all connects together, to the Everywhere world. Has the landscape for something like Everywhere, or the build component to MindsEye, changed as platforms like UEFN have taken off or Roblox has become so huge? It's great to see these tools being used by people. I build a lot with my son, and when he builds, I see the excitement he gets. It reminds me of when I was a kid with my Dragon 32 computer, managing to get a little character moving on the screen – that excitement of, 'wow, I did that'. Giving that to other people is massive. It's still very difficult to build in Roblox. For example, when my son wants to do it, I have to jump in. I used to be a programmer, and I struggle to build in there. When he wants to run around and scream with his friends he's in Roblox; when he wants to build he'll jump into Minecraft, because Minecraft is a much easier system to build within. And I think we sit somewhere in the middle: you can get very high quality, fun games, but they're very easy to build. I think we're at the infancy of this in video games. We're at the very beginning of it, and we're going to see way, way more of it. It doesn't necessarily have to be presenting it to your friends, or to an audience. I think the process of creating for a human being is fun in itself. MindsEye has been positioned as a linear game. You are best known for creating open world games. What was behind the decision to make MindsEye a more linear, narrative-driven experience? I think certain stories are more difficult to present to players in an open world setting. Open world gives you freedom – you don't necessarily want freedom to portray a story. For MindsEye, it's a very set time in a character, Jacob Diaz's, life. You pick up as Jacob when he arrives in Redrock, and then you leave Jacob at a certain point in the future. And so, it'd be very difficult for us to have an open world in there. It's horses for courses: it depends what you're doing. But for Jacob's story, it had to be a linear game. Having said that, there are open world experiences in there, and we can build them through Build.MindsEye. There is a free roam open world mode, where you play [as] a different character and you see his time, from the end of MindsEye, to the point of our next big planned launch. Again, they're all connected through a narrative, and we really want to show the universe, show the stories that have taken place in the universe, the characters in that universe, and see how they've experienced the same experience but from different viewpoints. "The dream from the building side is to allow players the opportunity to create their own multiplayer open world games with ease" Leslie Benzies, Build A Rocket Boy Was there ever a discussion about creating a more traditional GTA competitor? In design, you look at a lot of different options. I'm not sure it would've been smart as a company to say, 'we are going to compete with the biggest game on the planet'. I'm not sure that would be the best business decision to make. We went through a bunch of different designs, and to tell our story, this is what we landed on. MindsEye is priced more like a game from a decade ago at $60, and it'll take around 20 hours to finish. Can you talk about how you settled on the game's length and scope, and how you made that decision around price? So you've got the MindsEye campaign, and yes, it'll be about 20ish hours. But you do have all this other side content: there's going to be this continuous stream of content. These days, there are so many different options for people. It's not just games: there's streaming TV, so many good shows out there. I don't think you can have filler content in games. I think people want the meat, and they want the potatoes. We've tried to make as much meat as we can, if that makes sense. I think that's a good length for a game. What you also find through data, is that [with] big games, people don't play them all. The majority of people – 60% or 70% of people – don't actually play games to the end. So when you're making something, I would prefer – I'm sure the team would say the same – [that] you had the whole experience from start to finish, and not create this 200-hour game. Create something that is finishable, but have some side things that will fill out the universe. A lot of the side missions on the play side of MindsEye do fill out the characters' back stories, or do fill out what was happening in the world. On price: the world's in a funny place. People are worried about the price of eggs. So value for money, I think people appreciate that when times are difficult. I was curious why you waited until quite late in the day to reveal the build element of the game, only because it seemed you were being quite church and state with how MindsEye is releasing versus what Everywhere is. So in general, we believe – and again, it goes back to the amount of information, the amount of options people have these days – I don't think you can have extended marketing times. It's very expensive, we're a start-up. I think you lose interest from people. There are so many things for people to do, that if you extend it, you're not punching through to the place you need to be. I've seen other games, nine years before launch, it's getting talked about. I'm not sure that's the way of the world these days. You'll see there are games that never go to market: the day of launch was the marketing campaign, and it worked very well. So I think we tried to compress ours down for that reason. On the MindsEye.Play [continuous content] part of it, yeah, maybe we should've got that out there sooner, but it is a nice little surprise to give players. That's the thing with marketing – you never know what's the right or wrong way to do it, you've got to go with your gut, your senses, and test it. Being who you are, it brings a certain level of expectation and attention. Do you find it a double-edged sword, launching a new studio and launching a new game, with your background? Yes. There's always comparisons, and I think that's how humans work. As kids, we're taught to put a triangle into a triangular hole, and a square into a square hole. I think we do that for the rest of our lives, and we like to describe something new as 'it's X plus Y, with a bit of Z in there'. It makes things easy for us. It's maybe humans optimising the way we communicate. So there are comparisons. It serves us well in some ways, it doesn't serve us well in others. Dave Grohl said it well when he formed the Foo Fighters: nobody's interested in the Foo Fighters, all they were interested in was Nirvana. The guys have built something very cool, and I just hope people can see it for what it's trying to be.
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  • Former Lego Group child safety expert joins Roblox as head of parental advocacy

    Chris Kerr, Senior Editor, NewsMay 23, 20252 Min ReadImage via Game DeveloperRoblox has appointed its first head of parental advocacy to help families "navigate the digital world."Dr. Elizabeth Milovidov has stepped into the role and joins Roblox from Lego Group, where she served as senior corporate counsel on digital gaming, the metaverse, and child safety.It's a notable move for the company, which oversees one of the most popular user generated content platforms in the world.Roblox has repeatedly been accused of failing to deploy adequate protections for younger players. Last year, Bloomberg published an extensive report based on testimonies from 20 current and former Roblox employees who called out the company for allegedly failing to curb predatory behaviour.Since then, Roblox has rolled out a number of new safety measures—including the ability for parents to moderate their children's friends list and block specific experiences on the platform.New Roblox hire says company is committed to "supporting parents with expert guidance"Discussing its new hire, Roblox said Milovidov will focus on "building partnerships and programs to help equip parents with the tools to help their families navigate Roblox and the digital world.""I am excited to join Roblox to address the evolving challenges families face in today’s digital landscape," added Dr. Milovidov in a blog post.Related:"It is my personal mission to give parents the confidence and skills to raise children who thrive online while using technology safely and responsibly—today and tomorrow. This role underscores Roblox's commitment to supporting parents with expert guidance, innovative tools, and community resources focused on child safety and family well-being."Roblox acknowledged there has been an "intense global discussion" around digital child safety in recent years, and claimed keeping children safe remains a "top priority.""Hiring Dr. Milovidov for this newly created role is part of our efforts to empower families to help children use technology safely and responsibly," added the company.Despite those assertions, Roblox CEO and co-founder Dave Baszucki recently suggested that concerned parents should simply keep their children off the platform.Speaking to BBC News in March about the widely-reported safety issues, Baszucki said the company had to trust parents to "make their own decisions.""My first message would be, if you're not comfortable, don't let your kids be on Roblox," he said at the time. "That sounds a little counter-intuitive, but I would always trust parents to make their own decisions."Related: about:RobloxAbout the AuthorChris KerrSenior Editor, News, GameDeveloper.comGame Developer news editor Chris Kerr is an award-winning journalist and reporter with over a decade of experience in the game industry. His byline has appeared in notable print and digital publications including Edge, Stuff, Wireframe, International Business Times, and PocketGamer.biz. Throughout his career, Chris has covered major industry events including GDC, PAX Australia, Gamescom, Paris Games Week, and Develop Brighton. He has featured on the judging panel at The Develop Star Awards on multiple occasions and appeared on BBC Radio 5 Live to discuss breaking news.See more from Chris KerrDaily news, dev blogs, and stories from Game Developer straight to your inboxStay UpdatedYou May Also Like
    #former #lego #group #child #safety
    Former Lego Group child safety expert joins Roblox as head of parental advocacy
    Chris Kerr, Senior Editor, NewsMay 23, 20252 Min ReadImage via Game DeveloperRoblox has appointed its first head of parental advocacy to help families "navigate the digital world."Dr. Elizabeth Milovidov has stepped into the role and joins Roblox from Lego Group, where she served as senior corporate counsel on digital gaming, the metaverse, and child safety.It's a notable move for the company, which oversees one of the most popular user generated content platforms in the world.Roblox has repeatedly been accused of failing to deploy adequate protections for younger players. Last year, Bloomberg published an extensive report based on testimonies from 20 current and former Roblox employees who called out the company for allegedly failing to curb predatory behaviour.Since then, Roblox has rolled out a number of new safety measures—including the ability for parents to moderate their children's friends list and block specific experiences on the platform.New Roblox hire says company is committed to "supporting parents with expert guidance"Discussing its new hire, Roblox said Milovidov will focus on "building partnerships and programs to help equip parents with the tools to help their families navigate Roblox and the digital world.""I am excited to join Roblox to address the evolving challenges families face in today’s digital landscape," added Dr. Milovidov in a blog post.Related:"It is my personal mission to give parents the confidence and skills to raise children who thrive online while using technology safely and responsibly—today and tomorrow. This role underscores Roblox's commitment to supporting parents with expert guidance, innovative tools, and community resources focused on child safety and family well-being."Roblox acknowledged there has been an "intense global discussion" around digital child safety in recent years, and claimed keeping children safe remains a "top priority.""Hiring Dr. Milovidov for this newly created role is part of our efforts to empower families to help children use technology safely and responsibly," added the company.Despite those assertions, Roblox CEO and co-founder Dave Baszucki recently suggested that concerned parents should simply keep their children off the platform.Speaking to BBC News in March about the widely-reported safety issues, Baszucki said the company had to trust parents to "make their own decisions.""My first message would be, if you're not comfortable, don't let your kids be on Roblox," he said at the time. "That sounds a little counter-intuitive, but I would always trust parents to make their own decisions."Related: about:RobloxAbout the AuthorChris KerrSenior Editor, News, GameDeveloper.comGame Developer news editor Chris Kerr is an award-winning journalist and reporter with over a decade of experience in the game industry. His byline has appeared in notable print and digital publications including Edge, Stuff, Wireframe, International Business Times, and PocketGamer.biz. Throughout his career, Chris has covered major industry events including GDC, PAX Australia, Gamescom, Paris Games Week, and Develop Brighton. He has featured on the judging panel at The Develop Star Awards on multiple occasions and appeared on BBC Radio 5 Live to discuss breaking news.See more from Chris KerrDaily news, dev blogs, and stories from Game Developer straight to your inboxStay UpdatedYou May Also Like #former #lego #group #child #safety
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    Former Lego Group child safety expert joins Roblox as head of parental advocacy
    Chris Kerr, Senior Editor, NewsMay 23, 20252 Min ReadImage via Game DeveloperRoblox has appointed its first head of parental advocacy to help families "navigate the digital world."Dr. Elizabeth Milovidov has stepped into the role and joins Roblox from Lego Group, where she served as senior corporate counsel on digital gaming, the metaverse, and child safety.It's a notable move for the company, which oversees one of the most popular user generated content platforms in the world.Roblox has repeatedly been accused of failing to deploy adequate protections for younger players. Last year, Bloomberg published an extensive report based on testimonies from 20 current and former Roblox employees who called out the company for allegedly failing to curb predatory behaviour.Since then, Roblox has rolled out a number of new safety measures—including the ability for parents to moderate their children's friends list and block specific experiences on the platform.New Roblox hire says company is committed to "supporting parents with expert guidance"Discussing its new hire, Roblox said Milovidov will focus on "building partnerships and programs to help equip parents with the tools to help their families navigate Roblox and the digital world.""I am excited to join Roblox to address the evolving challenges families face in today’s digital landscape," added Dr. Milovidov in a blog post.Related:"It is my personal mission to give parents the confidence and skills to raise children who thrive online while using technology safely and responsibly—today and tomorrow. This role underscores Roblox's commitment to supporting parents with expert guidance, innovative tools, and community resources focused on child safety and family well-being."Roblox acknowledged there has been an "intense global discussion" around digital child safety in recent years, and claimed keeping children safe remains a "top priority.""Hiring Dr. Milovidov for this newly created role is part of our efforts to empower families to help children use technology safely and responsibly," added the company.Despite those assertions, Roblox CEO and co-founder Dave Baszucki recently suggested that concerned parents should simply keep their children off the platform.Speaking to BBC News in March about the widely-reported safety issues, Baszucki said the company had to trust parents to "make their own decisions.""My first message would be, if you're not comfortable, don't let your kids be on Roblox," he said at the time. "That sounds a little counter-intuitive, but I would always trust parents to make their own decisions."Related:Read more about:RobloxAbout the AuthorChris KerrSenior Editor, News, GameDeveloper.comGame Developer news editor Chris Kerr is an award-winning journalist and reporter with over a decade of experience in the game industry. His byline has appeared in notable print and digital publications including Edge, Stuff, Wireframe, International Business Times, and PocketGamer.biz. Throughout his career, Chris has covered major industry events including GDC, PAX Australia, Gamescom, Paris Games Week, and Develop Brighton. He has featured on the judging panel at The Develop Star Awards on multiple occasions and appeared on BBC Radio 5 Live to discuss breaking news.See more from Chris KerrDaily news, dev blogs, and stories from Game Developer straight to your inboxStay UpdatedYou May Also Like
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