Rockstar has always been faithful to its classic mosaic grid system. This rigorous visual consistency is undoubtedly one of the pillars that helps solidify the franchise as an incredibly strong and instantly recognizable brand worldwide.
But thinking about design, which do you prefer and why? Has there been any design evolution since 2013?
GTA 6 for me. The mosaic system is still there, but the hierarchy feels much stronger. The oversized VI creates a clear focal point, while the surrounding panels have more room to breathe. GTA 5 feels information-dense, GTA 6 feels more intentional.
GTA 6 for me. The color palette shift is the most interesting evolution. The warmer, more vivid tones feel more contemporary while the grid system stays intact. Rockstar basically updated the mood without touching the structure, which is smart brand continuity.
What if Netflix had grown out of Bombay’s golden age of cinema?
I’ve always loved the idea that design can tell you where something comes from, so I wanted to imagine a version of Netflix that didn’t come from Silicon Valley, but from Bombay’s Art Deco cinema culture of the 1930s and 40s.
That meant looking beyond the obvious visual treatment and asking what the experience itself might have been.
The homepage becomes a cinema program.
The mobile app becomes a pocket guide.
Film recommendations become show listings.
And suddenly, even a “My List” feels a little more like something you’d keep in your ticket stub collection.
I kept the visual language rooted in Bombay Deco: geometric typography, symmetry, strong verticals, stepped forms, warm reds and creams, and the kind of theatrical graphic language you’d find around the city’s cinema halls.
The fun part was imagining how a product built for infinite scrolling might feel if it had inherited the sense of occasion that came with going to the cinema.
What modern product would you love to reimagine through the visual language of its own place and time?
We’ve been experimenting with a design skill we built around specific visual styles. For this test, we picked Y2K vaporwave and ran it in Claude with a single prompt, which gave us two different versions.
The goal was to see how far a reusable design skill could carry one clear visual direction. Still exploring, but this is getting interesting!