<?xml version="1.0" encoding="utf-8"?> <rss version="2.0"> <channel> <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> <lastBuildDate>Fri, 06 Mar 2026 17:51:29 GMT</lastBuildDate> <docs>https://validator.w3.org/feed/docs/rss2.html</docs> <generator>https://github.com/jpmonette/feed</generator> <language>en</language> <image> <title>Design Remote Jobs | Find Remote Graphic Designer Job Positions</title> <url>https://www.designremotejobs.com/images/logo-512.png</url> <link>https://www.designremotejobs.com</link> </image> <copyright>All rights reserved 2024, DesignRemoteJobs.com</copyright> <category>Bitcoin News</category> <item> <title><![CDATA[Nothing Headphone (a) Review: How a Brighter Design and 135-Hour Battery Life Redefine Everyday Audio]]></title> <link>https://www.designremotejobs.com/article/nothing-headphone-a-review-how-a-brighter-design-and-135-hour-battery-life-redefine-everyday-audio</link> <guid>nothing-headphone-a-review-how-a-brighter-design-and-135-hour-battery-life-redefine-everyday-audio</guid> <pubDate>Thu, 05 Mar 2026 19:00:26 GMT</pubDate> <description><![CDATA[**Our Verdict** By trading KEF-tuned gravitas for brighter design, a huge battery life, and punchy, confident sound, the Nothing Headphone (a) are a cheaper, extroverted everyday pair that keeps Nothing’s spirit, even if some magic fades. **For** - **Huge, sector-leading battery life** - **Punchy, confident sound for the price** - **Bold design with tactile physical controls** **Against** - Lacks the emotional heft and KEF-tuned finesse of Nothing Headphone (1) - Noticeable sound leakage at higher volumes When I opened the swish black Nothing Headphone (a) box set and tried these headphones, I did what everyone will probably do: I treated it like a sequel to Headphone (1), the brand’s KEF-made premium overhead headphones. That’s the wrong way to look at it. Headphone (a) isn’t trying to outdo its predecessor. In many ways, this is Nothing repositioning, moving away from the moulded metal finish of Headphone 1 and reworking the design for a new, younger user, the old refinement pushed aside for energy, a mix of louder colour, longer battery life, and more everyday wearability. It's not a coincidence that Headphone (a) have released alongside the new mid-range Nothing Phone 4(a), and shares a similar design approach. ![White headphones on a table](https://cdn.mos.cms.futurecdn.net/hNxmTzbFMCUyQYdG7LkgrP.jpg) ## Nothing design gets lighter Interestingly, there’s a hangover from what made Headphone 1 so special, married to a new, lighter, and younger design. Headphone (a) softens the harder retro-industrial stance of Headphone (1) – you get the glimpse of structures beneath, but the ceramic-plastic colour blocking gives it a lighter mood. These are quite light – 310g – but feel solid. The sliding arms, for example, are reinforced with glass-fibre-filled nylon, the hinges use metal injection moulding, and the earcups are made of spongy memory foam. The headband padding is generous enough for long sessions, which, as I soon discover, will happen often with Headphone (a)’s wild battery life. Best of all, Headphone (a) picks up the innovative Roller, Paddle, and Button configuration from Headphone 1, that are stubbornly analog in a touch-swipe world – you roll for volume, the Paddle skips and scrubs tracks. But there’s also a new button, the Channel Hop toggle for swapping between media for text-to-speech, voice notes, and more. ![White headphones on a table](https://cdn.mos.cms.futurecdn.net/acDaz9v9vRdzN46Ve9UqEP.jpg) ## Headphone (a) sound good All the good design moments could mask an audio dud, but then I press play and discover a solid experience. I’m an 80s/90s guitar person – Smashing Pumpkins and Weezer joined by new soundalikes Concrete Blonde and Been Stellar. The slightly messy production, vocals that need room to breathe, music that’s dense, layered, and modern, and I half-expected the usual mid-range squeeze you sometimes get at this price. But Headphone (a) performed incredibly well with punchy, energetic bass and surprisingly clear delivery. The 40mm RF driver with a titanium-coated PEN+PU diaphragm delivers full sound without feeling bloated. The listed 20Hz to 40,000Hz frequency range sounds like marketing copy, until I use them and notice how much air sits up top and how controlled the low end stays. There’s real weight down there, but it doesn’t smear across everything else. Another press release buzz: the AI-powered Dynamic Bass Enhancement sounds like a gimmick on paper, but in practice, it’s subtle. It nudges and makes each track feel rounded without swamping the audio. At up to 110 dB output, these headphones can get loud, but more importantly, they stay composed when they do. I would say I noticed ‘sound leak’ that wasn’t there on Headphone 1, so your commuter friends may hear the tinny fizz of whatever you’re listening to. ![White headphones on a table](https://cdn.mos.cms.futurecdn.net/x9FHSpgq3qD7iauePgiFoP.jpg) ## Impressive specs What is clear, even for a mid-range headphone, is that the spec sheet is stacked: LDAC with 24-bit/96 kHz support, Hi-Res Audio certification, and a redesigned magnet and voice coil system. In reality? It just sounds confident and punchy. Where things really get interesting and where Nothing clearly aims to find its space, outside of the unique design, is in the Headphone (a) battery life, which is, honestly, bordering on absurd. The 1060 mAh battery means up to **135 hours** with ANC off, and a massive 75 hours with Adaptive ANC on (AAC). I’ve been using them on and off for a week, and the Headphone (a) are still running; in fact, I actually stopped checking the battery life after day three. If you need a pair of affordable noise-cancelling headphones for a long journey, these are the ones (I’m literally packing them for travel as I write this). There are lots of stats and specs to dig into, including Adaptive ANC that reaches up to 40dB and works up to 2000Hz, with three adjustable levels and dual feedforward/feedback mics. Calls use a four-microphone system with Environmental Noise Cancellation and AI-trained Clear Voice Technology built on 28 million real-world scenarios. It’s comprehensive, it’s also overwhelming if you’re not truly into tech, but what it all means in use is that the Headphone (a) intelligently blocks background noise and keeps my voice clear during calls in noisy environments. ![White headphones on a table](https://cdn.mos.cms.futurecdn.net/wSKKky7dPjoysiAioNPrhP.jpg) ## Lacking emotional weight And yet, for all the polish and punch, I still feel there’s a certain emotional weight missing from Headphone (a) that I loved about Headphone 1, which felt like it was making a statement, had a heft to it, and broke new ground in design and audio *feel*. Headphone (a) are absolutely more extroverted, more immediate, and these new headphones are a pair you’ll certainly use every day. It could feel like a downgrade, and to an extent Headphone (a) is – no KEF-tuning, the build is more everyday-plastic – but it’s a shift that has intent behind it. These are cheaper, brighter, more knock-about but with the vein of Nothing’s aesthetic running through them, from the bold design to the tactile controls and audio quality that punches above its price-point. That’s before you even take into account the ridiculous, sector-leading battery life. With Headphone (a), Nothing has managed to balance the best design elements of Headphone 1 with a new, more affordable build. If the price of Headphone 1 was off-putting but you loved the idea, and let’s be honest, audio is all about ideas and taste and feeling, then these new headphones are a great pick that won’t disappoint in how they look or sound. ![White headphones on a table](https://cdn.mos.cms.futurecdn.net/EUG7TjdQVasJeoXP4UCszP.jpg) I thought I’d miss the premium feel, but Nothing Headphone (a) won me over. By trading KEF-tuned gravitas for brighter design, a huge battery life, and punchy, confident sound, the Nothing Headphone (a) are a cheaper, extroverted everyday pair that keeps Nothing’s spirit, even if some magic fades.]]></description> <author>contact@designremotejobs.com (DesignRemoteJobs.com)</author> <category>headphones</category> <category>audiodesign</category> <category>nothingtech</category> <category>productreview</category> <category>designinnovation</category> <enclosure url="https://cdn.mos.cms.futurecdn.net/ZS3k3RVM35XqP66N5V57qP-1600-80.jpg" length="0" type="image/jpg"/> </item> <item> <title><![CDATA[Unveiling the Cosmic Horror of Cthulhu: The Cosmic Abyss – How Restraint Defines Fear in Unreal Engine 5]]></title> <link>https://www.designremotejobs.com/article/unveiling-the-cosmic-horror-of-cthulhu-the-cosmic-abyss-how-restraint-defines-fear-in-unreal-engine-5</link> <guid>unveiling-the-cosmic-horror-of-cthulhu-the-cosmic-abyss-how-restraint-defines-fear-in-unreal-engine-5</guid> <pubDate>Wed, 04 Mar 2026 19:00:27 GMT</pubDate> <description><![CDATA[The allure of **cosmic horror** hinges on the delicate balance between what is shown and what remains hidden—the tantalizing unknown, something inexplicable lurking just beyond sight, set against the inevitable need to eventually reveal the horror. This approach, perfected in games like *Still Wakes the Deep*, is central to Big Bad Wolf's upcoming title, *Cthulhu: The Cosmic Abyss*. In this first-person investigation game, the developer masterfully builds tension by withholding its monster while allowing its influence to permeate every texture, corridor, and sound cue, all realized in **Unreal Engine 5**—a platform typically associated with spectacle and open worlds. ![A man in a diving suit screams](https://cdn.mos.cms.futurecdn.net/jLQ5Q8VAkczRFGvWXwMKVV.jpg) *Image credit: Nacon / Big Bad Wolf* ## A Modern Twist on Lovecraftian Lore Big Bad Wolf introduces a fresh take on the Cthulhu genre by setting the game in **2053** instead of the traditional 1930s, opening up opportunities for innovative technology and social commentary. Players step into the role of Noah Williams, an agent of the occult bureau ANCILE, investigating the disappearance of miners at the deep-sea Ocean-I station. The gameplay focuses on investigation, utilizing an AI companion named KEY to analyze clues, tune sonar frequencies, and examine objects from multiple angles. This setup nods to the pulp detective roots of Cthulhu stories while forging a uniquely horrific path. ![Screens from a video game set underwater](https://cdn.mos.cms.futurecdn.net/jfweNLbB3c3Lh6H5EzUZJg.jpg) *Image credit: Nacon / Big Bad Wolf* ## The Art of Restraint in Horror Design Creative Director Thomas Veauclin emphasizes that the core design principle is **restraint**, not spectacle, despite UE5's capabilities. The team's mantra, "Reveal The Unknown," guided their approach to confronting players with an unfathomable universe. They deliberately avoided showing threats concretely until it was too late, instead revealing only the consequences—ravaged environments, corpses, and heinous rites. The real horrors are unveiled at the last possible moment, when escape is impossible. The game's atmosphere is meticulously crafted, with tight pools of visibility and dark edges in the Ocean-I station's corridors, leveraging UE5's lighting technology. Torn metal, clawed bulkheads, and organic corruption are layered without compromising performance, creating an oppressive and immersive experience. ![Screens from a video game set underwater](https://cdn.mos.cms.futurecdn.net/zb6QznCFDDxHbCGdma7Q3i.jpg) *Image credit: Nacon / Big Bad Wolf* ## Reimagining Cthulhu and R'lyeh Lovecraft's influence is explicit but not slavishly followed. For Cthulhu, the team moved away from the muscular titan archetype, envisioning an emaciated, asymmetrical being with chaotic limbs, visible skeletal structures, and holes to evoke trypophobia. Proportions were deliberately distorted—long arms, four-fingered hands, and a stocky torso—to jar players. Early designs even explored non-bipedal forms, but they ultimately returned closer to Lovecraft's iconic image. R'lyeh is depicted as a prison folded in on itself by the Elder Gods, with players advancing layer by layer toward its heart. The human world is portrayed in decline, torn between technological solutions and climate-political emergencies, with the 2053 setting sharpening this critique. The Ocean-I station symbolizes exacerbated capitalism exploiting the seabed, serving as a bridge between the known world and the impossible reality of R'lyeh. ![Screens from a video game set underwater](https://cdn.mos.cms.futurecdn.net/jhoxQqhyEwQkJ3gyCRTYSh.jpg) *Image credit: Nacon / Big Bad Wolf* ## Designing the 'Corruption' System The game avoids clichéd insanity filters, instead focusing on a physiological approach to horror. Visual and auditory hallucinations, mutating matter, nauseating consumables, and non-Euclidean corridors disrupt players' senses and proprioception. A system called **'corruption'** represents Cthulhu's nefarious influence, gnawing at players from within even when the monster is not physically present. Visually, corruption seeps into the environment, with blurry images and manipulated chrominance to dissociate colors from the light spectrum. The goal is to create a distressing and enigmatic atmosphere, avoiding overly colorful or beautiful imagery. ![Screens from a video game set underwater](https://cdn.mos.cms.futurecdn.net/SeCvysU8Zn2MnyKGeRnfCf.jpg) *Image credit: Nacon / Big Bad Wolf* ## Color, Clues, and the Unseen As an investigation game, *Cthulhu: The Cosmic Abyss* constantly feeds players information without providing certainty. Chapters can be solved in multiple ways, with the game never confirming if the player has found *the* solution. Color serves as subconscious guidance: **orange** represents safety and security, seen in the aquatic suit, energy for clue analysis, and structural beams in the station. The game does not allow players to explore all of R'lyeh, emphasizing the contrast between the tiny human place and the vast unknown. In a bold move, some players may never encounter Cthulhu directly. If they control their corruption and make the right choices, they might spend hours searching without ever seeing him, yet his presence is omnipresent throughout the adventure. ![Screens from a video game set underwater](https://cdn.mos.cms.futurecdn.net/MmJ9MdVi4U9nNqKCsaGCtg.jpg) *Image credit: Nacon / Big Bad Wolf* *Cthulhu: The Cosmic Abyss* releases on PS5, Steam, and Xbox Series X/S on April 16. Visit the Nacon website for more details.]]></description> <author>contact@designremotejobs.com (DesignRemoteJobs.com)</author> <category>gamedesign</category> <category>horror</category> <category>unrealengine</category> <category>lovecraft</category> <category>investigation</category> <enclosure url="https://cdn.mos.cms.futurecdn.net/jLQ5Q8VAkczRFGvWXwMKVV-2560-80.jpg" length="0" type="image/jpg"/> </item> <item> <title><![CDATA[Why This Video Game Artist Still Draws in a Sketchbook with Markers]]></title> <link>https://www.designremotejobs.com/article/why-this-video-game-artist-still-draws-in-a-sketchbook-with-markers</link> <guid>why-this-video-game-artist-still-draws-in-a-sketchbook-with-markers</guid> <pubDate>Mon, 02 Mar 2026 19:00:28 GMT</pubDate> <description><![CDATA[Ben Greene is a US-based art director working in the video game industry. That means often working with the **best digital art software**. But outside of his day job, he finds creative refreshment working in a more traditional way in sketchbooks. He uses a range of tools, including **markers, brush pens, Sharpies, mechanical pencils, ballpoint pens, watercolour, gouache and even metal leaf**. Ben says he particularly loves drawing with markers and ink and says the **permanence of the media challenges him to solve problems**. ## Jekallimn ![A sketchbook page showing a character holding a cup of tea amid a mound of skeletons](https://cdn.mos.cms.futurecdn.net/A2ZDuTEFsxfQhnNQjwPewY.jpg) “I drew this while hanging out with dear friends and fellow creators at our weekly sketch club. Here, we see my character, Jekallimn, taking tea with the dead.” ## Lunchbreak ![A sketchbook page showing concept art of a mech](https://cdn.mos.cms.futurecdn.net/mJx4VHDDRk3QXxu32VK5pX.jpg) “Here, I decided to bring more colour into my sketchbooks. Here, I’m experimenting with **Tombow markers** and muting them with greyscale **Prismacolor markers**.” ## Worm Trouble ![A sketchbook page showing concept art of a mech and creature design](https://cdn.mos.cms.futurecdn.net/LdCmPT5ae2KToTCJ8pcUZX.jpg) “I had never drawn many mechs until this image. Now, my sketchbooks are full of them! My mechs tend to feel a little more **organic and creature-like**, I think.” ## Atrah ![A sketchbook page showing character art](https://cdn.mos.cms.futurecdn.net/KQDhozgpiEajRqaUCbr65b.jpg) “I used one of my characters (Atrah) to try out my first set of **uni POSCA markers**. I also really enjoyed adding some **metal leaf** for an unexpected pop!” ## Maintenance Garage ![Sketchbook pages showing concept art drawn with markers](https://cdn.mos.cms.futurecdn.net/weHSC2A8pCSZfx2RypCQBY.jpg) “I’m a sucker for **perspective and pushing a sense of depth** in these otherwise 2D pages. Like many of my sketches, this was drawn entirely in marker, then inked. You can see more of Ben's work on his [ArtStation profile](https://www.artstation.com/mrblackcap). *This article originally appeared in ImagineFX. [Subscribe to ImagineFX](https://www.awin1.com/awclick.php?awinmid=2961&awinaffid=103504&clickref=cbq-gb-1125834900022594786&p=https%3A%2F%2Fwww.magazinesdirect.com%2Faz-magazines%2F6936559%2Fimaginefx-magazine-subscription.thtml) to never miss an issue. Print and digital subscriptions are available.* ## Get the Gear? Inspired to pick up markers and a sketchbook yourself? See our guides to the [best markers for artists](https://www.creativebloq.com/buying-guides/best-markers) and the [best sketchbooks](https://www.creativebloq.com/buying-guides/best-sketchbooks), or check out the deals below. ImagineFX is the No.1 selling digital art magazine for fantasy and sci-fi enthusiasts! Featuring digital and traditional drawing skills, game design, manga and film art each issue is crammed with training and inspiration from leading artists in their fields. Whether it's learning from comic art's Adam Hughes, fantasy art's John Howe, or digital painting's Loish, ImagineFX has you covered. ImagineFX has been inspiring artists for over 15 years!]]></description> <author>contact@designremotejobs.com (DesignRemoteJobs.com)</author> <category>sketchbook</category> <category>markers</category> <category>artdirector</category> <category>traditionalart</category> <category>creativity</category> <enclosure url="https://cdn.mos.cms.futurecdn.net/dQ7MXCybZQmhCTV7vd6eG3-1200-80.jpg" length="0" type="image/jpg"/> </item> <item> <title><![CDATA[Google's Pixel Color Chart Reveals a Vibrant Shift in Smartphone Design Trends]]></title> <link>https://www.designremotejobs.com/article/googles-pixel-color-chart-reveals-a-vibrant-shift-in-smartphone-design-trends</link> <guid>googles-pixel-color-chart-reveals-a-vibrant-shift-in-smartphone-design-trends</guid> <pubDate>Sun, 01 Mar 2026 19:00:24 GMT</pubDate> <description><![CDATA[## Google's Pixel Color Chart: A Decade of Smartphone Design Evolution While the iPhone is about to turn 20 years old, the **Google Pixel** is a mere whippersnapper at just 10. With the first model released in 2016, there've now been 10 generations of the Pixel released, and to mark the occasion, Google has released a fun infographic charting the colors of every model ever released. Because the **best camera phones** are determined by their color, right? ![Google Pixel 10a](https://cdn.mos.cms.futurecdn.net/TT7VeyqQfZMwYSK9VUUabY.jpg) *(Image credit: Google)* The pleasing color chart shows every generation as a soft gradient, revealing the general 'vibes' of each year. And the whole thing proves that while it took **Apple** a long time to finally embrace color, Google has always given us a few hues. In the comments on **Instagram**, fans are letting Google know which color is their favorite. "I'm enjoying my Pixel 10 Pro XL in moonstone," one comments, while another declares "Coral on the 4XL, my first love". The Google Pixel 10a, revealed this week, comes in bold Lavender, Fog, and Berry shades (that's purple, green, and red to you and I), along with the standard-issue black. ![iPhone 16/16 Plus models on a white background](https://cdn.mos.cms.futurecdn.net/m2STpBATGdMNGVk847t6gh.jpg) *(Image credit: Apple)* The chart definitely confirms our sense that **tech design is becoming a little more fun**, at least when it comes to color selection. Apple's 16 and 17 lineups have offered brighter hues across the board, and with ten(!) color options for the Google Pixel 10 generation, users have never had so much choice. But of course, the counter argument could go that with **smartphone innovation stagnating**, color is the only way these companies can make their phones exciting in 2026. Daniel John is Design Editor at Creative Bloq. He reports on the worlds of design, branding, and lifestyle tech, and has covered several industry events including Milan Design Week, OFFF Barcelona, and Adobe Max in Los Angeles. He has interviewed leaders and designers at brands including Apple, Microsoft, and Adobe. Daniel's debut book of short stories and poems was published in 2018, and his comedy newsletter is a Substack Bestseller.]]></description> <author>contact@designremotejobs.com (DesignRemoteJobs.com)</author> <category>googlepixel</category> <category>smartphonedesign</category> <category>colortrends</category> <category>techdesign</category> <category>designevolution</category> <enclosure url="https://cdn.mos.cms.futurecdn.net/TT7VeyqQfZMwYSK9VUUabY-2560-80.jpg" length="0" type="image/jpg"/> </item> <item> <title><![CDATA[Canva's Bold Move: From Casual Tool to Adobe's Biggest Threat?]]></title> <link>https://www.designremotejobs.com/article/canvas-bold-move-from-casual-tool-to-adobes-biggest-threat</link> <guid>canvas-bold-move-from-casual-tool-to-adobes-biggest-threat</guid> <pubDate>Sat, 28 Feb 2026 19:00:35 GMT</pubDate> <description><![CDATA[For a long time, 'Looks like it was made in Canva' was the ultimate graphic design insult. Ostensibly for inexperienced designers, Canva was always the 'casual' platform, known for its user-friendly, browser-based interface. Indeed, anybody who knew how to drag-and-drop could design something in Canva. But things started to shift a couple of years ago, when Canva acquired **Affinity**, a company known for much more 'pro' tools such as Affinity Photo and Affinity Designer. And now that it has acquired professional motion design software **Cavalry**, that 'casual' moniker is well and truly in the rear-view mirror. Canva is becoming more than just a simplified Photoshop alternative. Indeed, one word that appears time and time again in Canva's blog post announcing the acquisition is '**Professional**' – it pops up twice in the opening paragraph: "Cavalry has quickly become a modern favourite among professional motion designers, thanks to its procedural, performance-first approach and deep commitment to creative control. Bringing that expertise into Canva marks an important step forward in how we think about professional creative work." The move also marks a move towards greater 'pro' functionality for Affinity. Many users have wanted the suite to include a motion design component, and now it (sort of) does. And users are cautiously optimistic about the acquisition. "If they can integrate it into the suite seamlessly, I'm all for it," one Redditor comments. ![Canva founder Cliff Obrecht in front of the Canva logo](https://cdn.mos.cms.futurecdn.net/zucvJePCQvSiTyhGCMJvQj.jpg) Canva's somewhat aggressive moves into 'pro' tools are somewhat surprising given comments CEO Cliff Obrecht made to Creative Bloq in 2023. "We certainly don't see Canva as a straight-up replacement for tools like Figma or Adobe," Obrecht told Creative Bloq. "But pros' projects can be scaled through Canva. A business card is a great example. When a designer created a master business card design 10 years ago, they would actually have to change the text on every business card, you could only do that in InDesign or in Photoshop. Now, the designer can do the master work, and then smaller changes can be made by different teams in Canva." But now it seems the company's strategy is coming into focus, and it's all about that "**master work**". Rather than offering a single platform for simpler asset design or for tweaking projects created elsewhere, the addition of pro tools mean that creatives don't need to leave the Canva ecosystem at all – and now that ecosystem includes motion design. Which brings us to the Adobe of it all. A few years ago, the idea that Canva could be the one to take down the creative software behemoth would have seemed like a joke. But the closer Canva gets to offering a full-on professional creative suite, the less funny it gets. ![Is Canva becoming the first real threat to Adobe?](https://cdn.mos.cms.futurecdn.net/UonsJxBhNsHsFu6UvBsCZ6.jpg) From **price hikes** to questionable **AI policies**, Adobe users have been citing several reasons for jumping ship in recent years. But ultimately the lack of a viable alternative to the entire Creative Cloud suite has made switching providers difficult. But **subscription fatigue is real**, and designers are hungry for something new in 2026. Indeed, whispers of a viable threat to Adobe are getting louder. "At last a credible challenger for Adobe," "Cool, another nail in Adobe's coffin," and "Canva are really going all in to beat Adobe and I’m here for it baby!" read some of the top Reddit comments on the news of the Cavalry acquisition. Whether or not Canva can do serious damage to Adobe remains to be seen, but the very fact that it's in the conversation marks a significant shift in brand perception. 'Looks like it was designed in Canva' could soon very well become a compliment.]]></description> <author>contact@designremotejobs.com (DesignRemoteJobs.com)</author> <category>canva</category> <category>adobe</category> <category>designtools</category> <category>affinity</category> <category>cavalry</category> <enclosure url="https://cdn.mos.cms.futurecdn.net/nnn6rifWazEiRzEzLBvvH-1920-80.jpg" length="0" type="image/jpg"/> </item> </channel> </rss>