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<title>Design Remote Jobs | Find Remote Graphic Designer Job Positions</title>
<link>https://www.designremotejobs.com</link>
<description>Find remote graphic design jobs worldwide. Browse hundreds of remote positions for graphic designers, UI/UX designers, and creative professionals. Work from anywhere.</description>
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<category>Bitcoin News</category>
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<title><![CDATA[5 Must-Try Living Room Color Trends for 2026: Designers Reveal Their Top Picks]]></title>
<link>https://www.designremotejobs.com/article/5-must-try-living-room-color-trends-for-2026-designers-reveal-their-top-picks</link>
<guid>5-must-try-living-room-color-trends-for-2026-designers-reveal-their-top-picks</guid>
<pubDate>Mon, 26 Jan 2026 19:00:25 GMT</pubDate>
<description><
Teal has emerged as a standout color at the start of 2026, creating **gorgeous, serene living rooms**. This blue-green hybrid ranges from dark and moody to muted and tranquil, offering sophistication and versatility. **Muted teals with gray undertones** are particularly easy to layer with other colors while remaining livable.
Interior designer **Michelle Gage** recommends **Benjamin Moore's Atmospheric** and **Farrow & Ball's Dix Blue**, noting that teal serves as an excellent backdrop for layering patterns and colors like rich emeralds, warm caramels, and soothing pinks.
## 2. Dusky Pinks

Warm color schemes in 2026 are favoring **plaster pinks**—muddy, dusky tones that feel sophisticated and easy to live with. These shades add more color than traditional neutrals while maintaining a balanced look.
Designer **Marie Flanigan** loves **Farrow and Ball's Dead Salmon**, describing it as "unexpected yet still functions as a neutral." Its blend of pink, brown, and earth tones adds warmth without overwhelming a space, pairing beautifully with natural materials like wood, linen, and stone.
## 3. Muddy Greens

While forest greens can feel dated, designers are embracing **muddy, earthy greens** as stylish alternatives. These rich olive greens offer depth and read more as deep neutrals than bold colors, making them easy to layer.
Designer **Jessica Hobson** recommends **Benjamin Moore's Gloucester Sage** and **Farrow & Ball's Bancha**, noting that these shades are "interesting and soothing" and work well with pops of plum, pink, or pale blue. **Brass accents** complement their warmth perfectly.
## 4. Light and Airy Blues

Soft blues are gaining popularity for 2026, particularly shades that feel **calm, airy, and rooted in nature**. Designers Sydney Foley and Emma Legg of Kindred Interior Studios explain that these colors "bring in personality without overwhelming a space" and create an instant sense of ease.
Similar to **Benjamin Moore's Quiet Moments** and **Sherwin-Williams' Sea Salt**, these muted blues work beautifully with warm woods, antique pieces, brass finishes, and various patterns. They shift throughout the day with changing light, adding dimension to the room.
## 5. Warm Whites

For those preferring a timeless approach, **warm whites** remain a classic choice for 2026. These subtler alternatives to bright whites offer softness and coziness while allowing furniture, decor, and accent colors to shine.
Designer **Kate Hartman** favors **Sherwin-Williams' Alabaster**, which "adapts beautifully to different lighting conditions" and creates a calm, inviting foundation. **Andrea Goldman** recommends **Benjamin Moore's Seapearl** and **Silver Satin** as versatile "whites" that aren't actually white.
Remember to **sample paint colors** in your space to see how they change with natural light throughout the day. This year's living room color trends focus on **softly nuanced hues** that feel natural, comfortable, and timeless.]]></description>
<author>contact@designremotejobs.com (DesignRemoteJobs.com)</author>
<category>interiordesign</category>
<category>colortrends</category>
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<category>paintcolors</category>
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<title><![CDATA[Discover The Oculus: A Mobile Cabin Inspired by Australian Sheds for Minimalist Living]]></title>
<link>https://www.designremotejobs.com/article/discover-the-oculus-a-mobile-cabin-inspired-by-australian-sheds-for-minimalist-living</link>
<guid>discover-the-oculus-a-mobile-cabin-inspired-by-australian-sheds-for-minimalist-living</guid>
<pubDate>Sun, 25 Jan 2026 19:00:32 GMT</pubDate>
<description><![CDATA[Architect Hayley Pryor has created **The Oculus**, a tiny moveable cabin in **Byron Bay** that was designed to resemble a typical Australian shed.
Designed to be **road-legal and relocatable**, the 21-square-metre dwelling was created by Pryor in collaboration with local builder Chris King.
### A Flexible Retreat for Minimal Living
Intended to meet a variety of needs, from a compact standalone home or holiday retreat to a garden studio, Pryor modelled The Oculus's appearance on that of a typical Australian shed, pairing a **timber exterior** with a finely **corrugated metal roof**.
At the apex of this roof is The Oculus's namesake – a large central skylight that both pulls light into the interior and can be opened to create a **stack ventilation effect**.
"Drawing on the familiarity of the Australian shed and reinterpreting it through form, light and ventilation, the design results in a flexible retreat for minimal living," Pryor told Dezeen.
### Passive Design Strategies
"Whilst moveable and relocatable, The Oculus was designed with orientation in mind to allow for **passive design strategies** – cross and stack ventilation, operable windows, and removable eaves – to manage heat naturally," she added.
"The elevated opening defines the architectural identity of the project while performing multiple roles: bringing light into the space, facilitating natural ventilation, framing views of the sky, and acting as a passive climate-control device."
### Efficient Interior Layout
The Oculus is the first made-to-order model to be offered by local builder King's mobile home company, Retreat House.
To maximise the efficiency of its interior, **built-in furniture** helps to demarcate the sleeping, living, dining and kitchen zones, with a daybed, benches and counters also providing storage.
At one end, a sliding door leads into the cabin's bathroom, which also integrates a storage area that can be accessed from the outside.
Large plywood shutters allow for further natural ventilation, while at the cabin's front, a large sliding glass door opens the living space onto a terrace.
This terrace is sheltered by the large metal eaves of the roof, which slide into custom-welded brackets when The Oculus is being transported via road.
### Material Selection and Durability
"Locally sourced hardwood timbers and corrugated sheeting provide durability and familiarity, while refined plywood interiors fold from the walls into joinery, creating a cohesive, unified interior," Pryor said.
"Together, these materials balance robustness, warmth and simplicity, reinforcing the project’s modest and functional character," she added.
### Other Mobile Cabins
Other mobile cabins recently featured on Dezeen include **Cocoon Freelancer by Maruán Attia**, which was designed to fit on the back of a flatbed truck, and a **hemp-clad micro home** created by a social enterprise to offer a way to "escape the rent trap".
*The photography is by Tim Clark.*]]></description>
<author>contact@designremotejobs.com (DesignRemoteJobs.com)</author>
<category>mobilecabin</category>
<category>sustainabledesign</category>
<category>minimalistliving</category>
<category>architecture</category>
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<title><![CDATA[Jessica Alba's Dark Kitchen Cabinets: The Surprising Design Trick That Creates Height and Space]]></title>
<link>https://www.designremotejobs.com/article/jessica-albas-dark-kitchen-cabinets-the-surprising-design-trick-that-creates-height-and-space</link>
<guid>jessica-albas-dark-kitchen-cabinets-the-surprising-design-trick-that-creates-height-and-space</guid>
<pubDate>Sat, 24 Jan 2026 19:00:36 GMT</pubDate>
<description><![CDATA[Jessica Alba's decor is a constant source of inspiration for us here at *Homes & Gardens*, thanks to her refined and elegant style that blends organic forms with bold silhouettes and muted color schemes. Her LA home is a masterclass in understated chic, and her kitchen is no exception.
But one aspect of her **kitchen design** that has particularly caught our attention recently is the deep blue-grey shade of **Jessica Alba's vertical kitchen cabinets**. Contrary to what you might expect, dark **kitchen cabinet colors**, as demonstrated here, can really draw the eye up, creating an illusion of height and space.
## Shop Accessories Inspired by Jessica Alba's Kitchen
Adding accessories in natural materials, such as wood and marble, helps to balance dark kitchen cabinets and soften the overall look. This acacia wood board looks just as lovely displayed on the counter as in use.
I love the way that these cannisters – a close match to the ones seen in Jessica Alba's kitchen – come in a spectrum of tones based on the kitchen cabinet shade in a modern matte finish.
We love the industrial aesthetic of this kitchen stool which is similar to the one seen in Jessica Alba's California loft. It features a rustic reclaimed pine seat and you can adjust the height to fit your counter.
The ceiling-height cabinets – matched by Jessica Alba's statement darkened brass Range cooker hood – make use of the full height of the room. But the expanse of dark color is cleverly broken up with white gloss tiles (also stretching right to the ceiling), light marble surfaces, and a bold stone kitchen island with a natural wood surface.
We can reveal that the actual shade Jessica Alba has used to paint her kitchen cabinets is **Farrow & Ball's Downpipe**. This dramatic lead grey may not be your first choice when it comes to painting your kitchen cabinets, but it's lifted by a blue-ish tone that, in some lights, looks like a soft navy. If you're a fan of this shade, there are plenty of clever ideas for decorating with Farrow & Ball's Downpipe in other rooms of your home, which feel unexpectedly cozy.
While the dark color choice certainly makes a statement, other decorative elements, such as the brass taps, wooden flooring, and accessories, all help to soften the look, meaning it doesn't look dark or oppressive, but chic and intentional.
Meanwhile, the cabinets stand out as a bold and eye-catching feature of this elegant and thoughtfully designed kitchen.
Design expertise in your inbox – from inspiring decorating ideas and beautiful celebrity homes to practical gardening advice and shopping round-ups.
'Jessica Alba's kitchen welcomes a classic color pairing and a moodier hue that brings personality to the design. This space really is a lesson in understanding the light in your kitchen and knowing when to choose the bold paint color option,' concludes Molly.
Jessica Alba's bold kitchen cabinet choice feels chic and creates an unexpectedly light and spacious feel. Most of us aren't blessed with the square footage of a Hollywood star's pad of course, but if you're wondering what color to paint cabinets in a small kitchen, you might be surprised to learn that the same rules apply, so give it a try.]]></description>
<author>contact@designremotejobs.com (DesignRemoteJobs.com)</author>
<category>interiordesign</category>
<category>kitchendesign</category>
<category>homedecor</category>
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<title><![CDATA[Inside the Quake Brutalist Game Jam: Where Concrete Architecture Meets Retro Gaming Revolution]]></title>
<link>https://www.designremotejobs.com/article/inside-the-quake-brutalist-game-jam-where-concrete-architecture-meets-retro-gaming-revolution</link>
<guid>inside-the-quake-brutalist-game-jam-where-concrete-architecture-meets-retro-gaming-revolution</guid>
<pubDate>Thu, 22 Jan 2026 19:00:36 GMT</pubDate>
<description><
*‘Brutalism won by a wide margin’ … Quake Brutalist Game Jam. Photograph: id Software*
Ben Hale is the event’s concierge, a professional game developer working as senior environment artist on the forthcoming survival game Subnautica 2. As a child, Hale learned to build Quake levels with the encouragement of his older brother. “He was very supportive, despite how often I bluescreened his computer,” Hale recalls.
The idea for a brutalism-themed “jam” – a hobbyist term for an intensive, community game development session that takes place over several days or weeks – came from another Quake mapper named Benoit Stordeur, inspired by a set of concrete textures Hale designed for Quake. “I posted a poll [of themes] for the community to vote on, with brutalism as a choice. **Brutalism won by a wide margin**,” Hale says.
The first Quake Brutalist Jam captured the community’s imagination, with participants producing 35 levels in two-and-a-half weeks using Hale’s concrete textures. In a game that already features oppressive gothic and industrial environments, the moody stylings of brutalism proved powerful creative fuel. “So many brutalist buildings look like cool sci-fi structures or evil lairs,” Hale says. The second jam ran in 2023, spawning 30 more proudly grey levels for players to blast through.
But as he began planning a third jam, Hale ran into some health issues. “I pitched to my friend, Fairweather, to be my cohost this year,” Hale says. “They made the suggestion that we do something a little different this time.”

*‘Ideas began to grow’ … Quake Brutalist Game Jam. Photograph: id Software*
Fairweather is Lain Fleming, a veteran modder who has led numerous community Quake projects including Dwell, Remix Jam and the Coffee Quake series. Rather than simply make new levels for Quake, Fleming suggested giving the Jam’s participants some new tools to work with. “When we began, we simply wanted to visually overhaul some weapons and monsters. But as we did more and more, ideas began to grow,” Fleming says. “We analysed mechanical gaps in the arsenal and enemies, which resulted in many new enemy paradigms you rarely see in Quake.”
This type of mod, known as a **total conversion**, proved far more ambitious than Hale or Fleming anticipated. “What was supposed to be a quick six-month mod to host a jam in became a two-year monstrosity. The list of people contributing grew bigger over time, with a team of about 15 near the end,” Hale says.
Despite the challenges, the team ultimately produced an almost entirely new toolset for Quake. Virtually every available weapon is new or heavily modified, including a shotgun with bouncing projectiles, a gun that launches iron rebars, and a cluster-missile launcher. Enemies, meanwhile, mix redesigned Quake staples with entirely new foes.
The overhaul proved hugely successful. Quake Brutalist Jam 3 had more than double the number of participants for previous jams – so many that Hale had to radically alter his plans for the Start map, the playable mission-select screen that’s something of a Quake tradition. “I opted for a museum or gallery approach,” Hale says. “We had to pack the maps very tightly, which I struggled with a lot.”
The range of levels contributed by the community is enormous. There are quickfire experiments that last a matter of minutes, high-intensity “slaughtermaps” designed to test player reflexes, ambitious, narrative-driven exploration levels that pay tribute to the form and shape of virtual architecture, and gargantuan gun-fests that last an hour or longer.

*‘Doubts would lead to slower progress’ … Mazu’s Quake Brutalist level. Photograph: id Software*
Indeed, the featured map, Escape from KOE-37, is almost a game in its own right – an epic three-hour affair heavily inspired by Half-Life with its own storyline and more than 1,000 enemies to fight. Its creator, who goes by the online handle Mazu, is a veteran of the Quake mapping community who spent about 400 hours building it. “Environmental puzzles and set-pieces are just really fun to do. [I] really wanted to have interactive environments for players to explore,” he says. “I just allow my creativity to put ideas into my map without axing too many of them. Doubts would lead to slower progress.”
Maps such as KOE-37 highlight the remarkable work that community members have been doing for years in a space that professional game design has long since abdicated. Once the most popular genre around, linear, single-player first-person shooters have become relatively rare in mainstream game development, pushed to one side in favour of sprawling open worlds and multiplayer experiences. As such, the particular level design that games like Doom and Quake specialise in – complex 3D mazes where navigation is as much a part of the challenge as combat – is at risk of becoming a lost art.
Yet events such as QBJ3, alongside other Quake mods such as Arcane Dimensions and The Immortal Lock are not only keeping this style of virtual architecture alive, they often surpass the achievements of the old masters, twisting and warping and spooling out 3D geometry in ways that wouldn’t have been possible 30 years ago: “With these games, you have such a rich, decades-long history of levels to play that you can refine your own designs to a razor’s edge,” Fleming says.

*‘Everyone shows off’ … from Robert Yang’s contribution. Photograph: id Software*
Quake Brutalist Jam 3 isn’t just for hardcore Quake fans and shooter addicts. This year’s Start map has a section dedicated to newcomers with little to no mapping experience. At the other end of the spectrum, it has also seen contributions from industry professionals such as game designer and former teacher at New York University’s Game Centre, Robert Yang.
“It’s the underground Met Gala of concrete murderzone design, the biggest event on the Quake calendar,” Yang says. “Everyone shows off, everyone nurtures the new faces, everybody eats. I love it.”
For his contribution, One Need Not Be a House, Yang created an open-ended map that, were it not for all the heavily armed soldiers milling about, wouldn’t look out of place in an adventure game like Myst. “My map started as a study of the architect Louis Kahn’s ‘brick brutalism masterpieces – the National Assembly complex in Dhaka, Bangladesh, and the Indian Institute of Management in Ahmedabad [in India],” he says.
Open-ended levels can be tricky, and highly unusual for a Quake map. To help solve this problem, Yang looked to one of the most famous levels from Halo: Combat Evolved – The Silent Cartographer. “I wanted to make a similar non-linear map but with many branching paths, so you can mix and match your own route, get powerups out of order, and feel like you’re getting away with something.”
Yang says he doesn’t particularly like playing Quake as a shooter, but he admires how Quake Brutalist Jam 3 hints at a potential alternative way of making games, one that is driven by community rather than profit. “Brutalism, especially in the UK, is about building for the public. You don’t need to add beautiful ornaments because building and nurturing the future is already beautiful,” he says. “And that’s what Quake Brutalism is about too, a socialist utopia where handcrafted video games are a free public good that brings people together.”
It may not be long before Hale, along with Fleming and the other organisers, put such an idea into practice. Their next planned project is their own video game, one that’s fully independent of id Software’s shooter. “After this jam, we’re taking a bit of a break from modding and mapping for Quake,” Hale concludes. “We love the community and the continuous celebration of each other’s work and aren’t going anywhere. But also, we want to just make a game. We’ve been wanting to do that for so long it’s starting to hurt.”]]></description>
<author>contact@designremotejobs.com (DesignRemoteJobs.com)</author>
<category>gamedesign</category>
<category>brutalism</category>
<category>quake</category>
<category>leveldesign</category>
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<title><![CDATA[BIG's Stunning Colonnaded Factory for San Pellegrino Emerges in Italian Mountains]]></title>
<link>https://www.designremotejobs.com/article/bigs-stunning-colonnaded-factory-for-san-pellegrino-emerges-in-italian-mountains</link>
<guid>bigs-stunning-colonnaded-factory-for-san-pellegrino-emerges-in-italian-mountains</guid>
<pubDate>Wed, 21 Jan 2026 19:00:30 GMT</pubDate>
<description><
As seen in the latest photos, the **17,000-square-metre** San Pellegrino Flagship Factory will feature **tall concrete arches** that reimagine traditional Italian arcades, piazzas, and porticos.
The design was selected ahead of entries from other prominent studios, including **MVRDV, Snøhetta, and Architetto Michele De Lucchi**.
Originally expected to be completed in **2022** and featured on Dezeen's list of buildings to look forward to that year, the project has faced delays but is now making significant progress.

"Like the mineral water itself – the new San Pellegrino Factory and Experience Lab will seem to spring from its natural source," said **BIG founder Bjarke Ingels** when the project was first revealed. "We propose to wash away the traditional segregation between front and back of house, to create a seamless continuity between the environment of production and consumption, preparation and enjoyment."
In a recent Instagram post sharing his own photos of the ongoing construction, Ingels described the building as **"the aquatic equivalent of a wine cellar."**
Also visible in the photos is a **bridge** created as part of the project to provide access to the site, engraved with the text **S Pellegrino**.

**BIG**, founded by Ingels in Copenhagen in 2005, now has studios in New York, Barcelona, and London. The studio is also currently developing other notable projects, including the **Hamburg State Opera** and an **interfaith complex near Tirana**.
*The photography is by SchirraGiraldi and the renders are courtesy of BIG.*]]></description>
<author>contact@designremotejobs.com (DesignRemoteJobs.com)</author>
<category>architecture</category>
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