🏃♂️ I've gamified my own run so I can race my own ghost with the Meta Ray-Ban Display.
I built a web app for the glasses, loaded a previous GPX from Strava, and dropped game mechanics on top.
Pick up coins when you keep pace, sprint zones reward extra points if you push, and a mini leaderboard on the lens shows how you're tracking against your past self in real time.
Best part: it actually works. Seeing your ghost 20 m ahead is a way stronger nudge than any number on a watch. 😅
1,000+ brands, every booth screaming for attention.
So when we set out to design Foresight's presence at PGA 2025, we didn't want to just show up. We wanted to set the tone for where the brand is going. "Play Anytime. Play Anywhere." became the throughline. A single idea that had to live across the booth, the app, the merch, the social rollout, and every screen in between.
Huge credit to the team that pulled this off: Natalia Cacheiro (branding, design, storyboard) Cole Johnston (3D + animation) Amin Saghafi (UX/UI) Full case study in the comments 👇
Holy Shit This is insane result 🤯
I used opus 4.6 as a reviewer/planner and 4 worker minimax M2.7 agent and this the result
Voxel art of eiffel tower < loop set to 5 that means opus will tell @MiniMax_AI to make it better 5 times >
@vilinskyy When I mention pixel-perfect to the team, its after explorations are done, and we need to lock it up with auto-layout, padding, components etc.
Games marketing is broken. After raising over $50M to support and work with hundreds of studios over the last 6 years, I find that the biggest problem is studios’ lack of direct connection with their players.
Over the last six years, I’ve watched talented teams struggle because they never had a clear way to reach, learn from, and grow with players over time. Without that connection, everything becomes harder - validation, iteration, community growth, and retention all turn into guesswork.
For most of the games industry’s history, platforms have controlled identity, communication, and distribution, which are invaluable to a game’s success.
Apple limited how studios could collect and use player contact information outside the App Store, and Steam still doesn’t give studios access to the contact details of players who wishlist or sign up for playtests.
Studios are left without a direct relationship with the audience they’re trying to serve.
As a result, studios rely on fragmented tools and spreadsheets to manage players across different stages of development and live operations, with no continuity from first contact through long-term engagement.
Today, that changes with the launch of FirstLook 1.0.
FirstLook is the first Player Relationship Platform built specifically for games. It gives studios everything they need to connect with players across the full lifecycle, including playtests and feedback, community and communications, analytics, rewards, and creator programs, all in one place.
We’ve been building under the radar, but FirstLook already powers hundreds of studios, from indies to publishers like Krafton, @ArenaNet, and @Skybound, connecting millions of players with the developers who make the games they love.
As part of the launch, we’re introducing a brand new limited time free plan, with access to all our features for up to 500 players. You can set this up now in under 10 minutes. If you want to learn more, book a demo and we guarantee that you will save you time and money and help you grow. Links in comments!