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Limelight Vision revolutionizes robotics competitions with AI-powered camera technology

Limelight Vision has once again captured the spotlight in the world of robotics with the unveiling of the Limelight 4 (LL4), a next-generation AI-powered camera purpose-built for robotics competitions. Designed to push the boundaries of what’s possible in competitive robotics, the LL4 integrates advanced hardware and smart software in a compact, robust package. With its sleek, futuristic look and cutting-edge internals, this new device is already making waves among robotics teams and tech enthusiasts.

The LL4 is engineered to deliver performance and precision where it matters most. At the core of its operation is the Hailo Processor, a specialized AI chip that powers real-time image recognition and processing. This allows robots to make faster, more accurate decisions during high-stakes competitions, giving teams a clear edge. The inclusion of an IMU Sensor further enhances the camera’s capability by providing precise orientation tracking, ensuring that robots stay on course and respond instantly to changes in their surroundings.

Designer: Limelight Vision (campaign by Brokenedge Studio)

Limelight Vision has a reputation for driving innovation in robotics vision systems, and the LL4 is their most advanced offering yet. The unveiling of this camera was celebrated with a cinematic launch film crafted by Brokenedge Studio, a creative partner that previously collaborated with Limelight Vision on the LL3 series. The film not only highlights the technical prowess of the LL4 but also weaves a compelling visual narrative that brings its potential to life. Through stunning visuals and storytelling, Brokenedge Studio positioned the LL4 as a transformative force in the field.

The campaign aimed to showcase more than just hardware specs. It was about capturing the spirit of innovation and the possibilities that LL4 unlocks for robotics teams. With the fusion of AI and sensor technology, the LL4 enables robots to tackle complex visual tasks, from object tracking to obstacle avoidance, all in real-time. This leap in functionality empowers competitors to focus on strategy and creativity, rather than being limited by their equipment.

What also sets the LL4 apart is its rugged, industrial design. The camera’s body offers both durability and a modern aesthetic, making it suitable for the demanding environments of robotics competitions. Its modular construction allows for easy integration and maintenance, catering to both seasoned professionals and newcomers to the scene. As robotics competitions continue to evolve, the tools that power these machines must keep pace. Limelight Vision’s LL4 is a testament to what happens when design, technology, and storytelling come together. For robotics teams seeking a competitive edge and a glimpse into the future of AI-driven vision, the LL4 stands out as a must-have innovation.

The post Limelight Vision revolutionizes robotics competitions with AI-powered camera technology first appeared on Yanko Design.

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moradavaga’s spider sprawls across facade in italy, reminiscent of an old-school string phone

moradavaga reveals its newest tubular creature, netty

 

Moradavaga’s interactive installation, Netty, is a kind of urban tool for connection and communication, created at the new base of the cultural center Ost West Club in Merano, Italy. Like many other characters by the studio, Netty can be read on multiple levels. Visually, it takes the form of a large, spider-like creature with long black tubular limbs that sprawl across the building’s facade, inviting curious visitors to engage with it.

 

Those who dare can step inside its open mouth and peer through the installation’s ‘eyes,’ discovering a new way to observe the surrounding landscape. The work’s interactive elements such as its head and legs are reminiscent of an old-fashioned string telephone. Beneath this playful form and on this deeper level, it serves as a metaphor for connection and communication — ideas already embedded in its name — and reflects the importance of dialogue and exchange from multiple perspectives as central to a cultural center.

all images courtesy of Moradavaga

 

 

forming a playful urban tool for communication in italy

 

As is often the case in life with different types of situations, the metaphoric spider initially evokes fear. But upon closer inspection, it reveals its friendly nature. Netty, the black spider with its slender, writhing legs, is a relic from the old ex-Bersaglio building — or perhaps even from the former headquarters of the Ost West Club. ‘Most likely, it hid away in a cardboard box and has now finally emerged from its hiding place, joyfully rappelling down the northeast facade of the building,’ reflects the Moradavaga team.

 

Visitors can step inside Netty’s oversized mouth, large enough to fit a person, and discover that the spider isn’t something to fear. ‘So often, appearances are deceiving, and there is no cause for alarm,’ the team continues. Like all of Moradavaga’s creatures, this one serves the purpose of connection and communication. The installation includes playful elements reminiscent of a string telephone, encouraging people to engage and explore connections they form with one another and their environment. With its playful nature and interactive elements reminiscent of an old-fashioned string telephone, it becomes a communicative tool for people of all ages.

Netty, Moradavaga’s most recent urban creature, is part of their series of urban communicative devices

a metaphor for connection and communication

the spider rappels down from the roof of the cultural center Ost West Club in Merano

Netty invites passersby of all ages to stop and interact

interactive elements, like the head and feet, are reminiscent of an old-fashioned string telephone

the installation’s interactive elements — its head and feet — are reminiscent of an old-fashioned string telephone

through the eyes of the spider, the perspective of the surroundings changes

Netty reflects the importance of dialogue and exchange from multiple perspectives

the limbs of the spider are in visual dialogue with the context of the historical building

 

 

project info:

 

name: Netty — The Spider on the Wall

designer: Moradavaga | @moradavaga
design team: Manfred Eccli and Pedro Cavaco Leitão

location: Merano, Italy

The post moradavaga’s spider sprawls across facade in italy, reminiscent of an old-school string phone appeared first on designboom | architecture & design magazine.

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MEDEZA shapes brutalist desert canyon entrance as sundial in los cabos, mexico

MEDEZA designs canyon entrance in los cabos, mexico

 

In the arid landscapes of Los Cabos in Baja California Sur, Mexico, a private family club finds its striking arrival point in Canyon Entrance, a pavilion that is both a threshold and a statement. Conceived as a radial composition, this desertic structure is the work of MEDEZA (Francisco Parra) and CDQ (Centro Diseño Querencia), with collaborators Mauricio Rios, Gerardo Aguero & Vanessa Ramirez. The design orchestrates a sensory journey, compressing space to heighten anticipation before releasing visitors into the openness of a sculpted desert garden. The architecture, drawing from brutalist desert aesthetics, breathes with the environment through its voids, pigments, and the dramatic interplay of light and shadow.

image by Cesar Belio CBSTD (main image also)

 

 

desert architecture oriented as sundial

 

The pavilion’s form is anchored by two monumental, pigmented concrete walls. These points hold a 17-meter radial and sloped concrete slab, from which 41 ribbed beams radiate outward. This composition evokes the spokes of a silent sundial, creating a balanced structure that is both grounded and ethereal. The deliberate balance of mass and openness is a hallmark of the design, celebrating the raw honesty of materials and allowing architecture to exist in a direct dialogue with the sun.

image by Cesar Belio CBSTD

 

 

Canyon Entrance is a meticulously crafted desert landmark. The project is the result of a precise collaboration between Francisco Parra, chief architect of MEDEZA, and the Querencia Design Center, who oversaw both the design and its flawless execution. This synergy allowed for a design that is not only visually compelling but also deeply integrated into its environment, marking a new standard for a brutalist desert architecture that is both timeless and responsive to its unique context.

image by Cesar Belio CBSTD

image by Francisco Parr

image by Cesar Belio CBSTD

 

 

project info:

 

name: Canyon Entrance
designers: MEDEZA (Francisco Parra) and CDQ (Centro Diseño Querencia)

project collaborators: Mauricio Rios, Gerardo Aguero, and Vanessa Ramirez

location: Los Cabos, Baja California Sur, Mexico

 

 

designboom has received this project from our DIY submissions feature, where we welcome our readers to submit their own work for publication. see more project submissions from our readers here.

The post MEDEZA shapes brutalist desert canyon entrance as sundial in los cabos, mexico appeared first on designboom | architecture & design magazine.

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LOLO on designing haute couture costumes for universal orlando’s epic universe theme park

LOLO’s detailed costumes in Universal Orlando’s Epic Universe

 

LOLO designs haute couture costumes for the park employees and topical settings inside the Universal Orlando’s Epic Universe theme park in Florida, US. From June 2025, the adventure park showcases the detailed and thorough craftsmanship by the London-based design studio for the location’s The Wizarding World of Harry Potter: Ministry of Magic and Dark Universe. LOLO’s founder, Laurent Guinci, sits down with designboom and lets us into the studio’s design process, one that studies eachworld’s backstory, periods, colors, and materiality, to name a few. 

 

He tells us in our interview, ‘we design costumes that belong to a world, whether we’re designing the waterpark, wizarding world, or epic universe, the approach is always the same. It’s story, fashion, function for the garments. We try to have the same energy in the designs that we bring. Everything is character driven. This is why I call them costumes. They’re not staff uniforms anymore.’ For the founder, it’s about bringing an element of fashion into our garments and an immersive experience so that visitors live and feel as if they were in the world that the costumes refer to, such as The Wizarding World of Harry Potter, alongside the Universal Orlando’s Epic Universe.

Dobby’s costume for The Wizarding World of Harry Potter: Ministry of Magic | all images courtesy of Universal, unless stated

 

 

Design process from sketches and fabrics to accessories

 

LOLO’s costume design process begins with a brief from the Universal’s team. The research process starts, and it takes the team into studying and explaining each of the world’s background stories and identities. ‘We treat each world like a couture house. They all have their own palettes and tailoring language, their DNA. No matter how many worlds we juggle with, LOLO designs them from inside out. We try to be faithful to our language and the message we want to show,’ says the studio founder. He adds that no matter what the lands they need to design the costumes for, they easily jump from one world to another. They go from Universal Orlando’s Epic Universe theme park to Fantastic Beasts, 1930s Paris, then to a more modern Harry Potter, and even to Nintendo and Minions, the projects they’ve worked on before. Laurent Guinci shares with designboom that it’s about juggling all these projects and having different views and approaches for each of them. 

 

‘Despite the fact that we do a creative job, there’s a certain discipline in our way of working that allows us to shift gears while keeping every stitch grounded to the storytelling and the style of what we want to show,’ he says. The design team develops sketches, selects fabrics, and chooses accessories for each costume. Some characters receive items like wand holsters, umbrellas, or jewelry pieces. Others need hidden support structures to work with animatronic elements. Take The Wizarding World section, which combines elements from 1920s wizarding Paris and the British Ministry of Magic. Staff costumes include period-appropriate clothing for ministry workers, ride attendants, and other characters. Dark Universe features gothic horror themes based on classic Universal monster movies, including Dracula, Frankenstein, and The Wolf Man stories. These pieces, so detailed in their visuals, create the horror atmosphere that their respective movies have long made the viewers experience.

haute couture costumes for The Wizarding World of Harry Potter: Ministry of Magic on stage

 

 

printed linings and frayed hems add to worldbuilding

 

LOLO has worked on previous Universal projects, including Volcano Bay water park and Universal Beijing Resort. The studio also designed costumes for Super Nintendo World in Osaka and Warner Bros. Studio Tours in London and Tokyo. Designing the costumes for Universal Orlando’s Epic Universe is already informed by the myriad of haute couture experiences of the founder and his team, not to mention charged by his degrees in Mathematics, Astronomy and Physics and backgrounds in fashion, design, and long-term working in the movie industry. It’s these combinations that also allow him to emphasize the costumes’ storytelling through clothing details. Small elements like printed linings, frayed hems, or shaped clasps contribute to character development and worldbuilding, and while these details may go unnoticed individually, they create overall realistic settings for the visitors.

 

‘One example is a garment we created for the new Ministry characters at Epic Universe, a kind of elegant bureaucrat in a magical world. We layered pinstriped civil servant tailoring with Wizarding collar gowns infused with a cinematic blue and purple palette reminiscent of films, but also the fact that Shacklebolt is head of the MOM, and I wanted this to come out in the costumes of the Staff at the MOM,’ Laurent Guinci explains to designboom. The end result was a three-piece ensemble that felt and looked steeped in realism touched by something fantastical. ‘That’s a LOLO hallmark: fashion history colliding with fiction,’ he says. In the rest of our interview with the designer and LOLO’s studio founder, he walks us through the hidden animatronic-support structures in some costumes, the design and detail requirements of the costumes, and how the studio ensures coherence in their visuals, as well as turning these works of art and design into objects outside of Universal Orlando’s Epic Universe. 

costume for Dugold McPhail | all costume views courtesy of LOLO

 

 

Interview with LOLO’s studio founder Laurent Guinci

 

Designboom (DB): Each costume reflects the kind of setting that’s tailored to a particular theme park or setting. What does your research phase look like? When you receive a brief, for example, from Universal, how do you go from having this concept to actual designs?

 

Laurent Guinci (LG): A lot of research goes into it, as well as team effort. We usually get the idea and then look into the script if there’s a script. We do our research in terms of historical period documents. We also work by feelings and fashionable elements we could include in our presentations, and we look at color schemes we want to use for the designs of the costumes.

 

Then, we either work individually and regroup or start working as a group and go in different directions. We develop prints according to the period and the job, and that part of the job is important because it allows us to work quickly afterwards and make decisions and directions. I manage to have a vision quickly of what I want, and once we’ve got all those mood boards established, we know what direction to take and move forward from there.

view of the Librarian Ghost’s costume

 

 

DB: How do you go with the color schemes? Is it based on the research you were doing, or is it more intuitive, as you mentioned you also have partly intuitive feelings for this?

 

LG: Different elements and concepts depend on the environment. Sometimes I decide to go as per intuitions. It’s a lot of feeling, but it also depends on the environment we want to create. For example, when we create for Harry Potter, we try to be down to earth and faithful to the films and the color scheme in the films. The colors are important to me. Sometimes I joke that what you see as blue and what I see as blue are two different colors.

 

Still, we are accurate with the pantones we want to use. For example, the bathroom in the films is from the 1990s, but the costumes we created for Epic Universe are from the 1930s. It’s still blue, but it’s a different blue. It’s still blue, but it’s more powdery. I wanted to feel that period element by looking at the color.

costume view of Cassandra Trelaney

 

 

 

DB: What are the usual materials you work with, and have you experimented with biomaterials or alternative materials in your costumes?

 

LG: In terms of theme park work and costumes for the show, one thing we are conscious about is the quantity and the needs in operation. Unfortunately, we are not able to use materials we would normally use on a film or on a one-off garment in a video (for example, silk is a no when you use it in a theme park because they want to wash it many times). We have a clear idea of the feel, the texture, and the way the fabric is woven, but at times we have to compromise because the operation found a fabric that is more suitable and because they need to wash it 100 times and it still needs to feel alive.

 

I’m pushing the boundaries in terms of finishes, stitches, and raw edges. Some of the costumes have stitches and paint with different effects. When I first started, raw edges were something the clients didn’t want to hear about. The first time I talked about distressing or damaging a garment, it was outrageous for them, but now they understand that according to world we want to show, we have to come to this at times. 

studio founder Laurent Guinci tells us they ‘design costumes that belong to a world’

 

 

DB: So it’s constant innovation and generation of ideas.

 

LG: This is why LOLO has been successful. As you said early in this interview, we don’t treat them as staff uniforms. We treat them as costumes. It’s a fashion statement we bring into the theme park.

 

DB: They’re a fashion statement, and some of the costumes even have animatronics installed. Did you face any technical challenges in terms of combining or retaining that feel of the costumes while using technology, including the overall weight and flexibility?

 

LG: This is where my years on films became handy (I also worked on the technical side of films). When we have to work with animatronics, I feel comfortable and face all the problems and see first what the movement is. If an animatronic moves the arms all the time, then there’s going to be a problem with the fabrics there. On films, you learn to adapt quickly and efficiently. It’s the same process I have in theme parks when they talk to me about animatronics, like in the dark ride at Epic Universe or Hagrid for the motorbike rides in the Wizarding World. It’s different work because the fabrics need to be more durable. 

the visuals are character driven

LG (continue): A lot of the time they need to be lined with different materials so they don’t create friction or interfere with the wires or the mechanism. You think differently about the way you cut your costume or have wider sleeves because the arms are going to go up and down. You adapt to the movement and the environment.

 

For example, talking about the Hagrid ride, not that you see it or anyone would know because the costume looks identical to the one in the film. But that costume is completely weatherproof because Hagrid is in the outside elements. He is in the hut, which is covered, but the hut is open to the elements. In Orlando, we have to protect it from humidity, heat, and rain. Despite the fact that you don’t realize it, that costume is completely different and treated as a totally different element. We do not use silk on this garment.

costume view of Simon Merchant

 

 

DB: You’ve designed many collections. Do you have a costume or masterwork that you resonate with?

 

LG: As a designer, I evolve all the time. At one time I would have one favorite or one thing that inspires me, then I do another job and like that one instead. There have been influential designs in my path, however. The designs I did for the Hulk were influential in my work because we won an award for it. Then, the work we did for Skull Island was the same. Then, we jumped to Volcano Bay and got awards for it, too. It’s a progression. 

 

There are designs I love more because I’ve matured and put more effort into them. Now Universal, or other clients like Warner Brothers, are not scared of trusting us and pushing our creative envelope. They let us do things we didn’t have the liberty to do at the beginning. It’s more satisfying. Do I have a favorite costume? No. They all have a reason to be. They all have a raison d’être, as we say in French. They have a purpose in the story they’re telling and a fashion statement to make, whether it’s bringing a period element into something more modern or linking a fashion element into a theme park.

costume view of Mad-Eye Moody

 

 

DB: Do you see your costumes and designs living outside their designated collections?

 

LG: Some of them are. Some of our elements or graphics are taken into merchandising. For me, this is the most rewarding thing. It’s like an evolution of my costumes and designs into another step. It’s never just about the costume. It’s wearable storytelling. The fact that our pieces or accessories or a print influence merchandising and they use it to do something else, I’m proud of it. It allows visitors to have a bit of the world we create.

 

It’s not cosplay anymore. It’s fashion from one of our universes. We are currently exploring a full merchandising collection where guests can wear the world they live in. I’m fashion forward and fashion thinking. There are great technologies in fabrics now. Some are expensive to develop, but there are more techniques we can use.

Frankenstein’s haute couture costume at Dark Universe

 

 

LG (continues): I’m keen to get inspired, go to shows, and see new products we could use. I’m interested in shapes and comfort because if we design a staff uniform, my main objective is comfort. Of course I try to do something beautiful, but it’s got to be stretched, comfortable, with gussets when needed or elasticated bands on the waistband you don’t see at the back. I keep grabbing ideas from shows, exhibits, or magazines. 

 

A lot of it is from my gut. I like to be different and grow all the time. I like to change things. I like to offer something slightly different all the time. It’s fresh, new, and interesting. It’s not déjà vu. It’s about offering something new all the time in the products we do. Talking about evolution and being in an immersive environment, we design so that fashion becomes atmosphere. This is a very important vision we have.

view of the Wolf Man costume at Dark Universe

elements like printed linings add to worldbuilding of the costumes

 

project info:

 

theme park: Universal Orlando’s Epic Universe

studio: LOLO | @lolocreativedesign

founder: Laurent Guinci | @laurentguinci

The post LOLO on designing haute couture costumes for universal orlando’s epic universe theme park appeared first on designboom | architecture & design magazine.

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ignacio urquiza and ana paula de alba set sand-toned monolithic restaurant on mexico’s coast

Rubra Restaurant merges Coast Landscape with Concrete Design

 

Rubra is a restaurant on Mexico’s Pacific coast designed by Ana Paula de Alba and Ignacio Urquiza for chef Daniela Soto-Innes. The project integrates architecture, landscape, and gastronomy through a spatial composition defined by material uniformity and precise planning. Constructed entirely from sand-toned concrete, the monolithic structure establishes continuity with its natural surroundings.

 

Located on the Punta Mita peninsula at the edge of Banderas Bay, the site is approached along a path bordered by dense vegetation, accessible on foot, by bicycle, or by golf cart. The route leads to a blind facade, concealing the interior spaces from immediate view. Entry is through a low tunnel, 2.1 meters in height and 6 meters in length, which opens onto a main terrace with views of the Sierra Madre Occidental and the bay. The project is photographed by Rafael Gamo.

all images by Rafael Gamo, courtesy of Ignacio Urquiza and Ana Paula de Alba

 

 

Concrete Volumes and Light Shape Rubra’s Adaptive Dining Space

 

The program, arranged by the collaborative team of Ignacio Urquiza and Ana Paula de Alba, is organized within a series of concrete volumes of varying heights and dimensions, housing the open kitchen, wine cellar, and bar. Integrated flowerbeds double as seating areas. The layout orients openings toward the surrounding landscape while maintaining visual privacy from built structures. Cross ventilation is facilitated by strategically positioned apertures, and a large column-free space, measuring 10 by 15 meters, that sits beneath a roof supported by a pergola grid and wooden lattices, allowing diffuse daylight to filter through.

 

Enclosure is adaptable: a sliding glass facade enables the main dining area to be sealed for climate control while retaining a visual connection to the exterior. The stained and textured concrete, developed in collaboration with Pablo Kobayashi, references the color and texture of sand. Rounded corners soften the geometry, drawing from architectural traditions of Mexico’s Pacific coast.

sand-toned concrete volumes define Rubra’s architectural language

 

 

Native Planting Connects Rubra’s Interior to Its Coastal Setting

 

The furniture, co-designed by Ana Paula de Alba and the studio, is made from wood in tones that harmonize with the concrete and surrounding vegetation. Interior landscaping by Thalia Davidoff incorporates endemic plant species, creating continuity between the built space and the Nayarit jungle. Custom elements extend to tableware, lighting, and service accessories, produced by collaborators including Claire Lippman (CHerie), Nouvel Glass, Mauviel, and Carlos Matos. Through the consistent use of a single material, a restrained palette, and integration with the local landscape, Rubra creates a setting where spatial qualities and natural elements frame the dining experience.

the restaurant integrates architecture, landscape, and gastronomy

concrete volumes house the open kitchen, wine cellar, and bar

openings frame the surrounding landscape while ensuring privacy

stained and textured concrete references the color of sand

cross ventilation is achieved through strategic apertures

a column-free roof spans a 10-by-15-meter dining space

wooden lattices filter daylight through a pergola grid

wooden furniture complements the concrete’s tonal palette

endemic plants create continuity with the Nayarit jungle

custom-designed accessories complete the interior scheme

a restrained palette and single material unify the design

 

project info:

 

name: Rubra

architects: Ignacio Urquiza Architecture | @ignaciourquiza.mx, Ana Paula de Alba | @apda.mx

lead architects: Ignacio Urquiza y Ana Paula de Alba

design team: Michela Lostia di Santa Sofia, Aida Hurtado, Salvador Hurtado

landscape designer: Thalia Divadoff

concrete specialist: Pablo Kobayashi

interior designer: Ana Paula de Alba

furniture: Ana Paula de Alba, Ignacio Urquiza, Rituales Contemporáneos

lightning designer: ILWT, Miguel Ángel Vega

photographer: Rafael Gamo | @rafael_gamo

model photographer: Ignacio Urquiza y Ana Paula de Alba

 

 

designboom has received this project from our DIY submissions feature, where we welcome our readers to submit their own work for publication. see more project submissions from our readers here.

 

edited by: christina vergopoulou | designboom

The post ignacio urquiza and ana paula de alba set sand-toned monolithic restaurant on mexico’s coast appeared first on designboom | architecture & design magazine.

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The Night—10 Beautiful Nocturne Paintings

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