Same premise as Backyard Designers above, except Gabriel Valdivia built the whole game. Craftdeck is a playable CCG with mana, taunts, campaign bosses, and hundreds of designers pulled from real X profiles. Look for me as the Open Palette with a Version Control ability — this checks out.
Drew Wilson, founder of Opacity and the person behind ValioCon, is teasing another game that renders designers as horses, each with a custom neigh sound. I don’t want to spoil the end result, but please go check it out.
“And suddenly, you’re just feeding the AI prompts. And eventually you’ve lost control. And you surrender to the AI.” Dylan Field on TBPN, right after Figma’s Q2 earnings, describing what CPO Yuhki Yamashita named quiet surrender. You start with a picture in your head, the model talks you into its direction, and you never notice the swap.
An hour with Miggi covering the full surface of Figma Motion: keyframes and eases, anchor points, easing and timing variables, loop tracks, motion paths, trim path on strokes, shader effects and fills, and a first look at 3D transforms. If the playlist above is the primer, this is the deep end, and there’s a community file to follow along in. One EDU caveat worth knowing: the Figma agent isn’t available on Education, so students work with the prebuilt shader presets instead of prompting their own.
Backyard Baseball, remade as an industry draft board. Ridd and Tommy Geoco put the design Twitter on a bleacher as cartoon kids, each with a scouting report, a portfolio link, and a little prop at their feet. You fill seven slots (a design leader, two product designers, a web designer, a design engineer, a brand designer, and a wildcard) under a limited budget, based on the follower count. The amount of fun little details is absolutely mind-blowing, and you’ll catch them only by exploring the community and drafting the dream team. Now, please excuse me as I go send some paper planes.
Luis Ouriach makes the provocative case that when LLMs make code cheap to write, edit, and migrate, the contribution model and the component-as-source-of-truth lose their reason to exist. His point is that consistency was always carried by tokens, not components, so a well-defined token set could govern ten different LLM-generated inputs at once. He stops short of full obituary, asking whether components live on as the unit of constraint.
Where the video above is Figma’s polished pitch, Mal shows the messy middle. She builds her own color-audit skill for the Figma agent, feeding it brand guidelines and example palettes so it flags off-brand elements by severity and annotates the exact violations right on the canvas, then has it rebuild the frame in every approved scheme. “Truly a diva just sharing her work in progress,” and better for it.
Until now, screens brought onto the canvas from code landed as raw values, leaving a cleanup pass before anything matched your design system. Figma now auto-binds colors, type, and spacing to the variables already in your file — whether you copy a Make preview, generate from code through the MCP server, or capture a live page with the Chrome extension. More frames also arrive with auto layout enabled, which dovetails with the Flexbox-mapped auto layout update above. Run Check Designs as a second pass to catch anything the matcher missed.
Miggi builds a loading spinner from one ellipse: swap the fill for a stroke with shift+X, sweep the arc tool to 75%, then round the end caps. In Figma Motion, the move is keyframing only the sweep value and deleting the start and ratio keyframes Motion adds by default, so it runs from 0.25 to a full 100%. Duplicate and stagger a few for a nested loader.
Miggi packs two Figma Motion tricks into one tip. Nest your animation inside a frame and the parent becomes a camera you can pan, zoom, and rotate. Separately, J and K jump the playhead to the next and previous visible keyframes.
New weekly live show by Ridd and Tommy Geoco, focused on design, tools, and the people behind the software.
Figma Community just got a new content type. Alicia Kranjc, Product Manager at Figma, walks through how to publish a Weave workflow to Community so anyone can find, copy, and run it. The demo workflow takes a single image and produces three video hero variations for different websites. Something that took its creator hours to build takes someone else a couple of minutes to use.
A short demo from Miggi on Riffs, now in beta on Figma Community. You can post up to five frames or export a motion frame as video straight from a file, add a description, and publish it to your profile. Figma Community becoming the new Dribbble wasn’t on my bingo card for this year!
Luis Ouriach lays out a clear mental model for design systems at scale: before adding a component, ask whether you actually need a structural change or just a value override. The piece covers theming hierarchy across modes, Extended Collections, and direct token updates; when platform separation is worth the headcount cost (often it isn’t); and why you shouldn’t restructure your system for AI tooling until AI tooling can handle multi-file setups.
Meng To sits down with Ridd at Dive Club for a 35-minute screen-share walkthrough of his current Codex workflow. He’s no longer opening Figma to create anything new — all design exploration, prototyping, and iteration happens in Codex, starting from screenshots and referencing his own past work as context. A few specific tactics stand out: using GPT Image 2 to generate UI concepts that then get turned into HTML, feeding a video of an animation to the AI and asking it to describe the right prompt to recreate it, and using design.md files as a portable style guide that encodes years of taste into something the model can actually read.
Dylan Field responds to Gal Shir’s “quitting design” post that made a splash in the design community this week and supports findings in Lenny’s survey. He points to the recurring psychological loop that plays out every time a new AI model drops: existential crisis, experimentation, recalibration, repeat. His standing argument is that the attention economy makes design more valuable, not less, because anyone can prompt their way to average, and average doesn’t stand out. “This is the moment to be more bold, to take more creative risk, to double down on the power of design.”
Kyle Shepherd turned the entire Dive Club archive into a searchable AI Q&A. Ask a question, get an answer pulled from auto-transcribed podcast and video content, with the source clip linked for verification. Handy if you remember a concept from an episode but can’t remember which one.
Joey Banks, founder of Baseline Design, joins Code & Pixels to talk about what it actually feels like to navigate AI tooling right now. His “You’re Not Behind” post came out of his own anxiety the weekend Claude Design launched, and this conversation unpacks it honestly. The most interesting moment: Joey spent 102 prompts vibe-coding a to-do app in Cursor and found himself checking Slack while the model ran, feeling further from the output than he ever does in Figma.
Ridd digs into everything that launched at Config 2026 with Loredana Crisan, Figma’s Chief Design Officer. The key product philosophy she outlines: AI gets you to 70% — on shader effects, on motion — then you mold the rest. Weave, the node-based tool Figma acquired last year, is the clearest expression of this systems-over-screens direction: you build a workflow that produces a visual system, and the workflow is “the special sauce.” The big bet isn’t AI replacing the designer’s hand; it’s making AI a precision tool, which Loredana argues is still ahead of where the technology actually is.
Meng To, founder of Design+Code, shares his first hands-on session with Figma Motion. The tutorial runs through basic animation, auto keyframes, and agent-prompted stagger animation, then pivots to shaders — which is where it gets interesting: he animates dither and lens distortion settings over the timeline, and builds a custom Matrix-style shader from scratch using the agent with a screenshot as input. A good complement to the official Figma tutorial below, which focuses on design systems and 3D transforms — this one is messier and more exploratory, which makes it easier to follow along.