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<title><![CDATA[Epic Games Reveals How Generative AI is Revolutionizing Fortnite Concept Art and Skins]]></title>
<link>https://www.designremotejobs.com/article/epic-games-reveals-how-generative-ai-is-revolutionizing-fortnite-concept-art-and-skins</link>
<guid>epic-games-reveals-how-generative-ai-is-revolutionizing-fortnite-concept-art-and-skins</guid>
<pubDate>Tue, 16 Jun 2026 18:00:55 GMT</pubDate>
<description><![CDATA[Fortnite maker **Epic Games** has offered a rare glimpse behind the scenes at how it designs new character skins and in-game locations — and shown how certain stages involve the use of **generative AI tools**.
In a video published to the Unreal Engine YouTube channel, Epic Games shows how a new Fortnite character is designed and iterated on by hand before being modified using an AI prompt to look more like a 3D model.
The video makes a clear distinction between the ideation stage and later changes made by AI generation — and all of this still in the concept art stage, before any asset is recreated in-game. But the footage also shows how AI generation will create unwanted additions or errors, which then must be identified and corrected in a further design pass by the (human) artist.
"The design is king, AI can generate generic stuff all day, but that's not what we're doing here," an Epic Games staff member says. "It just skips ahead in the timeline so [the artist] can focus on honing in on the design and crafting it exactly how he wants it to be."
The video's publication follows repeated questions from Fortnite fans over potential AI use for certain in-game assets — such as a poster showing a nine-toed character in a hammock — that the company has previously kept quiet over answering.
While the video makes clear that AI isn't used for designing characters from the ground up, it also makes clear that **generative AI use is now a part of the company's workflow** — and opens up the possibility that mistakes could still get missed within subsequent human checks.
When designing concept art for in-game locations, it's a similar process. Sketches are drawn by hand in Photoshop, then recreated in 3D via the commonly-used 3D modelling tool **Blender**. Images from here are then adapted within Photoshop using AI prompts to explore alternative takes, such as day or night versions of the same scene, or to add destruction from a meteor strike.
"At every stage of the design, artists continue to polish and refine, but now teams can revise faster, so artists have more opportunities to explore," Epic says.
"All along the way there are continual reviews, before anything makes it into our games, and artists are careful to respect originality, track providence of their work, and ensure the finished product meets Epic's high quality standards."
Epic Games is no stranger to AI technology, of course, having previously used generative speech technology to reproduce James Earl Jones' Darth Vader portrayal. But despite having the rights and approval of Disney, the character's inclusion proved controversial, especially as players quickly began making Vader say things more aligned with the dark side of the Force.
Last year, Epic Games boss **Tim Sweeney** suggested that Valve should ditch Steam's AI Generated Content Disclosure label for games, as he believes AI use will become so ubiquitous it will make any warning redundant. "Why stop at AI use?" Sweeney wrote on social media. "We could have mandatory disclosures for what shampoo brand the developer uses. Customers deserve to know lol."
"It doesn’t matter any more," he continued. "The AI tag is relevant to art exhibits for authorship disclosure, and to digital content licensing marketplaces where buyers need to understand the rights situation. It makes no sense for game stores, where AI will be involved in nearly all future production."]]></description>
<author>contact@designremotejobs.com (DesignRemoteJobs.com)</author>
<category>generativeai</category>
<category>fortnite</category>
<category>conceptart</category>
<category>gamedesign</category>
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<title><![CDATA[The Genius of Shiro Kuramata: Defying Gravity Through Design]]></title>
<link>https://www.designremotejobs.com/article/the-genius-of-shiro-kuramata-defying-gravity-through-design</link>
<guid>the-genius-of-shiro-kuramata-defying-gravity-through-design</guid>
<pubDate>Sun, 14 Jun 2026 18:00:51 GMT</pubDate>
<description><
> "I continue to hold onto the naïve hope that only when we are freed from conventions, established concepts and ideals, and all kinds of constructs that have long been attached to this earth, will we be able to gain freedom in the true sense of the word."
## Life in Design
Born in Tokyo in 1934, Kuramata discovered carpentry early. After studying at Kuwasawa Design School, he established his own practice in 1965, sparking decades of radical experimentation.

## Key Projects
Kuramata's **Oba-Q Lamps** (1972) used heated acrylic draped like fabric, creating ghost-like forms. His collaboration with **Issey Miyake** produced groundbreaking retail spaces that fused purity and futurism.

## Iconic Chairs
**The Glass Chair** (1976) used UV-cured adhesive to create an ethereal form. **How High the Moon** (1986) appeared to be made of air, using near-invisible mesh. The **Miss Blanche chair** (1988) embedded artificial roses in clear acrylic, embodying lightness and impermanence.

## Memphis and Legacy
Kuramata was a founding member of the **Memphis** movement, collaborating with Ettore Sottsass. His death in 1991 at age 56 was premature, but his influence endures. Today, few interiors survive, but **Comblé bar** in Shizuoka and **Kiyotomo Sushi Bar** at M+ Museum in Hong Kong preserve his vision.

Kuramata's work remains a testament to the power of **impermanence and imagination**, proving that true design transcends material form.]]></description>
<author>contact@designremotejobs.com (DesignRemoteJobs.com)</author>
<category>shirokuramata</category>
<category>japanesedesign</category>
<category>memphismovement</category>
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<title><![CDATA[81 Hilariously Awful Designs That Will Make You Cringe (And Laugh)]]></title>
<link>https://www.designremotejobs.com/article/81-hilariously-awful-designs-that-will-make-you-cringe-and-laugh</link>
<guid>81-hilariously-awful-designs-that-will-make-you-cringe-and-laugh</guid>
<pubDate>Sat, 13 Jun 2026 18:00:59 GMT</pubDate>
<description><![CDATA[Not all designs are created equal. And some designers don't realize their epic fails until it's far too late. The 'Bad Designs' online community shames the worst designs ever unleashed on the public, serving as a constant reminder that everyone makes mistakes. We've collected photos of the most egregious offenders—they're as horrible as they are funny. It's a wonder they ever made it off the drawing board!
Legendary designer **Dieter Rams** came up with 10 fundamental principles of design that continue to shape how creatives approach projects today:
- Good design is innovative
- Good design makes a product useful
- Good design is aesthetic
- Good design makes a product understandable
- Good design is unobtrusive
- Good design is honest
- Good design is long-lasting
- Good design is thorough down to the last detail
- Good design is environmentally-friendly
- Good design is as little design as possible
The beauty of Rams' principles is that they are nearly universal—applicable to digital landscape and app design, not just interiors and products. However, there are no timeless rules; even Rams' principles may need adaptation with tech industry changes.
Meanwhile, you have to account for people's tastes and preferences. Not every design—however balanced between function and form—will appeal to every customer. But just because someone doesn't like what you've made doesn't make it 'bad.' There's simply a disconnect between what you're offering and what someone else wants. Yet this shouldn't be an excuse for pumping out low-quality designs. If you're a designer, your products need to be commercially viable, appealing to more than tiny niches.
During an earlier interview, international freelance **graphic designer Laura Vanagaite**, who specializes in branding and social media content, walked us through design failures. "We judge design work anyway for its design, and our eye catches mistakes very fast," she said. "Our brain needs less than a second to bring up a judgment, and way more time to rationalize on 'bad' and 'good.' Once we spot a mistake, we tend to stop collaborating with the agency or brand because we believed they were more reliable."
From the graphic designer's perspective, building trust with customers is vital. Poor designs can stem from breakdowns in communication or less skilled designers. "When most people hear 'human error,' they see the person who is completely to blame," Vanagaite explained. "But this should always be foreseen by the manager in charge from the beginning."
To define the role of client and designer, there should be a clear brief from the client's side, and the designer should ask the most important questions. Designs are reviewed either by a board or with the project manager. "Once everything gets approved from management, then it can be sent to the client for corrections or complete approval." Communication is vital—designers shouldn't work alone. "It is teamwork and support from both management and creative parts that is a must."
The 'Bad Designs' online group, active since spring 2016, recently celebrated its 10th anniversary. The community invites people to feast their eyes on the "horrible designs of humankind." They wittily note the subreddit is "a place to show spelling mistakes, poor readability and overall bad designs!" Members are known as "bad designers," and those currently online are jokingly referred to as "designing something bad."
The moderators ask that only visibly, obviously bad designs be posted. Designs purposefully made to be bad or funny shouldn't be shared. After upvoting the pics you loved to hate, share your thoughts in the comments. Which of these designs hurt you the most? What have been your biggest creative fails that still make you cringe?]]></description>
<author>contact@designremotejobs.com (DesignRemoteJobs.com)</author>
<category>baddesigns</category>
<category>designfails</category>
<category>graphicdesign</category>
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<title><![CDATA[Genesis Magma GT Interior: A Leather-Clad Masterpiece That Ditches Giant Screens]]></title>
<link>https://www.designremotejobs.com/article/genesis-magma-gt-interior-a-leather-clad-masterpiece-that-ditches-giant-screens</link>
<guid>genesis-magma-gt-interior-a-leather-clad-masterpiece-that-ditches-giant-screens</guid>
<pubDate>Fri, 12 Jun 2026 18:00:53 GMT</pubDate>
<description><
Apologies to the global bovine population. The Genesis Magma GT Concept's interior is awash with a **quilted walnut brown leather** that covers the seats, the dashboard, the door cards, and the center console. The upper armrests on the doors blend smoothly into the dashboard and down to the center console—broken only by a small screen and gear selector—and make it look like some sort of **leather waterfall** parted by the metal shifter.
Genesis describes the Magma GT as a "luxury grand tourer," with the interior focusing more on **tactile controls** and **driver engagement** than on luring customers in with screens or tech. A simple tachometer is mounted behind the steering wheel, with three smaller digital gauges mounted on the center of the dash. The interior isn't totally devoid of screens, though, with Genesis opting for one rectangular unit at the top of the transmission tunnel.

Fans of motorsports will know that the 2026 running of the 24 Hours of Le Mans is this weekend. It's fitting then that Genesis also revealed a **GT3 version** of the Magma GT concept, which you can read about [here](https://www.caranddriver.com/news/a71564714/genesis-gt3-concept-le-mans-reveal/).

We're still waiting on technical details for the Magma GT, which we expect to use some variant of the GMR-001 race car's **V-8**. Since Genesis doesn't currently make any other V-8 powertrains, we think the Magma GT could use a **twin-turbocharged**—and potentially hybridized—eight-pot built by mating two of the brand's 1.6-liter turbo four-cylinders. We expect the Magma GT to go on sale sometime late next year or early in 2028, with more details coming in the months leading up to the car's arrival.]]></description>
<author>contact@designremotejobs.com (DesignRemoteJobs.com)</author>
<category>genesis</category>
<category>magmagt</category>
<category>carinteriordesign</category>
<category>luxurygrandtourer</category>
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<title><![CDATA[San Francisco's Powell Street Gets a Stunning Makeover: A Design Win for the City]]></title>
<link>https://www.designremotejobs.com/article/san-franciscos-powell-street-gets-a-stunning-makeover-a-design-win-for-the-city</link>
<guid>san-franciscos-powell-street-gets-a-stunning-makeover-a-design-win-for-the-city</guid>
<pubDate>Thu, 11 Jun 2026 18:00:40 GMT</pubDate>
<description><
*Rendering of the Powell Street transformation by Field Operations and Sitelab Urban Studio.*]]></description>
<author>contact@designremotejobs.com (DesignRemoteJobs.com)</author>
<category>urbandesign</category>
<category>sanfrancisco</category>
<category>publicspaces</category>
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