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How One Roblox Creator Team Made Over $150k In Real-World Dollars With A Simple Red Bow
Game Updates

How One Roblox Creator Team Made Over $150k In Real-World Dollars With A Simple Red Bow

by admin August 24, 2025



Philipp Batura didn’t expect one of his most successful designs to be a giant red bow. Simple and cartoonishly oversized, the Big Hair Bow became one of Roblox’s biggest fashion hits during Christmas, selling more than 455,000 copies and generating over $150,000 in revenue.

“What’s funny is that it’s such a simple design, but that’s probably why it worked,” Batura told GameSpot via email. “It appealed to a wide audience. I remember logging into games and seeing it on so many players, and I still spot it in YouTube and TikTok videos.”

It’s a story that illustrates how Roblox fashion works and why it’s so different from the real-world fashion industry. In Milan or Paris, designers might obsess over silhouettes or fabric innovation. In Roblox, the fashion ecosystem moves at the speed of memes, and sometimes the winning accessory isn’t high-concept at all; it’s a giant bow anyone can slap onto their avatar.

The Big Red Bow

Batura, who goes by Topcat in Roblox, didn’t enter the User Generated Content Creator program expecting to become a digital fashion powerhouse. He has, in a way, since he leads a full-time team of modelers and a rigger that help him design multiple items a day. When he first started selling avatar accessories in early 2023, he gravitated toward tongue-in-cheek ideas inspired by internet culture.

“The weirdest design I made that sold well was the SIGMA Chain,” he wrote. “It was part of my very first UGC drop in early 2023 and ended up getting over 13,000 sales. That moment was a turning point–it made me realize this could be more than just something I did for fun. It could be a real business.”

That business began with meme-driven accessories like the Mr. Peebles Head–a giant cat head–and the Rizz Frame, a literal frame you wore around your face. They were funny, eye-catching, and briefly popular. But Batura soon realized the downside.

“While meme-based items might spike in popularity, they aren’t a sustainable niche,” he said. “So I pivoted toward streetwear, which allowed for more consistent results and long-term growth.”

At first glance, it might seem strange that the bow outperformed more complex or trendy designs. But in Roblox, simplicity is a superpower. Players want items that work across multiple outfits and social settings. The bow managed to be playful without being tied to a specific meme or cultural reference, making it endlessly adaptable.

It also didn’t hurt that it dropped during the Christmas season, when the Roblox avatar shop is flooded with players looking for festive ways to dress up. Big, bright, and jolly, the bow was the right item at the right time.

Topcat and his team.

And once enough players picked it up, it became inescapable. Roblox fashion spreads not just through the in-game store, but through visibility in popular experiences, streamers’ avatars, TikTok edits, and YouTube skits. The bow wasn’t just an item–it was a trend, woven into Roblox culture.

The success of the Big Hair Bow underscores how Roblox fashion has matured into its own industry. The UGC program has empowered thousands of independent designers to create and sell virtual clothing, and with hundreds of millions of monthly users on the platform, the audience is massive.

For some, like Batura, it has become a career. The fact that one digital accessory can generate six-figure sales is a reminder that digital fashion isn’t a novelty; it’s an economy. Roblox has seen collaborations with luxury brands like Gucci, Ralph Lauren, and Nike, but the real pulse of its fashion world comes from homegrown creators. They move quickly, understand the platform’s culture, and know when to trade high-concept ideas for something as straightforward as a bow.

“Seeing something I created become part of the culture like that has been incredibly rewarding,” he wrote. While it may amuse Batura that his most iconic creation is essentially a cartoon bow, it’s fitting. Roblox fashion is democratic and often surprising. Success doesn’t always come from complexity–sometimes it comes from knowing what players will actually want to wear.

For Topcat, that realization has transformed a hobby into a livelihood. For Roblox, it’s another reminder that in the world of digital fashion, anyone–with the right idea–can become the next big trendsetter.

Read more: The latest developments in the controversy involving Roblox.



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August 24, 2025 0 comments
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Gaming Gear

Verizon’s Simple Mobile and Total Wireless Plans Expand International Features

by admin August 20, 2025


Travel patterns are changing, with more people in the US venturing outside the country and needing to stay connected. To accommodate this surge, Verizon is boosting the international options in its prepaid Simple Mobile and Total Wireless phone brands starting Aug. 28.

Most phone plans include options to call and text people in Canada and Mexico, along with some roaming options for US travelers. Depending on the plan, those options are extended to many other countries around the globe. But you often end up paying for a more expensive plan than you need in order to get the travel benefits.

Now, the Simple Mobile and Total Wireless brands are expanding their international options and increasing data allotments so you can travel using the plan you carry every day without the stress of finding local coverage.

See also: Make sure you have a good phone for traveling.

Simple Mobile changes

The Simple Mobile prepaid plans include an allotment of high-speed data before downshifting to slower unlimited data. Be sure to check the details for specific countries on the site. Here’s how they break down:

  • The $25 Unlimited plan includes 15GB of high-speed data (up from 3GB) and unlimited calling to more than 100 countries.

  • The $30 Unlimited plan includes 20GB of high-speed data (up from 5GB) and unlimited calling to more than 125 countries (up from 100 countries).

  • The $40 Unlimited plan includes 30GB of high-speed data (up from 15GB) and unlimited calling to more than 125 countries (up from 100 countries).

  • The $50 Unlimited World plan, formerly named the Truly Unlimited plan, includes unlimited high-speed data and unlimited calling to more than 200 countries (a doubling of the number of countries from before).

  • The $60 Unlimited World Plus plan, formerly the Truly Unlimited Plus plan, includes unlimited access to Verizon’s fastest network, 5G Ultra Wideband (where available) and unlimited high-speed data. It also doubles the number of countries with unlimited calling to over 200, and offers international roaming in more than 140 countries.

Total Wireless Plans

The top two Total Wireless plans, Total 5G Unlimited ($50 a month) and Total 5G Unlimited Plus ($60 a month), feature unlimited high-speed data, including 5G Ultra Wideband speeds.

As of Aug. 28, roaming coverage for those plans doubles to more than 30 countries and international calling to 180 countries.

The Total Base 5G Unlimited plan stays the same with unlimited high-speed data (but not 5G Ultra Wideband), international calling to more than 85 countries and texting to over 200 destinations and roaming in Canada and Mexico.



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August 20, 2025 0 comments
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Roblox unveils new head of parental advocacy position "to support families navigating digital safety"
Esports

“It’s really that simple.” Roblox explains its new IP licensing system

by admin August 19, 2025


You’re no doubt aware that Roblox is a pretty big deal in the games industry. But you’d be forgiven for underestimating just how big.

“At our developer conference last year, we announced this fairly ambitious goal of

getting 10% of the global gaming content revenue flowing through the Roblox ecosystem,” says Greg Hartrell, senior director of product management at Roblox.

“We think we are in striking distance of doing this over the next few years.”

Roblox has grand plans to “enable the creation of anything, anywhere, by anyone,” he says, and a crucial ingredient of that plan is to allow users to make experiences based on various different intellectual properties (IPs).

Hence why Roblox has introduced a new, streamlined licensing platform that will allow outside firms to easily integrate their IPs into the Roblox system.

“Right now, we’re onboarding a select set of IP holders as we are learning about the product and how our community is reacting,” says Hartrell. The inaugural line up of IP holders includes Sega, Lionsgate, Netflix, and the Japanese manga publisher Kodansha, each offering a small number of properties for use within Roblox.

Anyone who wishes to add their IP has to go through an onboarding process, in which Roblox verifies that the company owns the IP and ascertains the scope of their copyright. Then, the firm defines a license for the use of the IP on the platform.

“The tools allow you to effectively take a template, standard licence, and customise it in a few simple ways,” says Hartrell, “setting a revenue share rate, setting content standards, and then defining some eligibility criteria. It’s really that simple.”

“The way that revenue share works with licences is you can set it anywhere from zero to 95%,” he adds. “You need not monetize. If you do monetize, the revenue share comes from the creator’s gross of proceeds after platform fees.”

Starting line-up

There’s a curious mix of IPs on offer in this first tranche. Some are pretty huge: Stranger Things and Squid Game are the jewels in the crown of Netflix, for example. But there’s the sense that other companies have been reluctant to roll out the big guns right away.

Lionsgate, for example, is offering Twilight, Now You See Me, and Divergent, but noticeably not John Wick. And Sega has Like A Dragon in its line-up, but Sonic is nowhere to be found.

Like A Dragon

Hartrell is quick to defend the choices. “Twilight, I don’t believe, has been offered as a game licence ever in its history,” he says.

“It would be fair to say that, yeah, [Sega is] starting with Like A Dragon, but I think it’s deliberate in the sense that they have a hypothesis that Roblox has a lot of battleground games and a lot of action RPGs, and […] it’s fit for purpose for the IPs.”

“We are obviously talking with these IP holders. They’re eager to add more IPs, and I think it’s more a function of logistics and where it’s easiest to, let’s say, start, versus being reluctant.”

The more adult nature of some of the initial IPs might come as a surprise considering how young the Roblox audience tends to skew. But Hartrell notes that they can be adapted to meet Roblox’s community standards, giving the example of Squid Game (“quite a mature IP”) being adjusted to fit a broader audience.

At this point, the watching PR jumps in to point out that the majority of Roblox users are over 13, and that brands can set age restrictions as part of their licensing – for example, only allowing age 13+ games to be made using certain IPs.

“IP holders are always in control here, so they can set their eligibility standards and decide what ultimately gets a licence,” agrees Hartrell.

UGC playground

But the thing about Roblox – and all games based around user-generated content (UGC) – is that there’s only so much control anyone can have about what users ultimately decide to make.

For companies more used to strictly controlled branding guidelines, the thought of letting people do as they will with their most precious IPs might be alarming. So what happens if players start using a company’s IP in ways that are deemed inappropriate?

“There’s a number of layers there,” says Hartrell. For a start, Roblox has its own content standards, prohibiting things like excessive violence and sexual content across the board, and IP holders can set the maturity rating for their IP. But they can also use a tool to scan for uses of their IP on Roblox and issue takedown notices for anything that crosses a line.

“Not all IP holders want to adopt that posture,” says Hartrell. “So another alternative here with the licensing tool is to say, hey, if you’re using my IP, I’m willing to offer you a licence, but then you additionally need to conform to my content standards.”

Creators would then agree to these additional content standards when they receive a licence.

“And I guess the last tool that we give IP builders is for every active licence that they have, they have the means to provide basically a change request, if you will. And from there, the platform facilitates contacting the creator, explaining what kind of change is needed to conform with the standards, and the creator gets some reasonable amount of time to make those changes.

“Any creator that doesn’t comply with that risks losing the licence, and the content could eventually be taken down.”

But isn’t this all a lot of additional work for IP holders, having to monitor and moderate the use of their IP on Roblox?

“I think it’s a fair question,” says Hartrell, although he says that many of the things IP holders might be concerned with would also tend to violate Roblox’s own content standards, and as such would be picked up anyway via a combination of AI scanning and human moderation.

But there might still be a small number of things IP holders are concerned about, he says. “For example, if you have a movie, [or] a TV IP, using the likenesses of real-world actors can be prohibited.” In that case, a creator might need to be asked to remove the likeness to be compliant.

Shopping for IP

From the Roblox user’s point of view, they can now simply browse through the license catalogue and pick something that interests them for their project. Then it’s a case of reading through the terms of the license, including the revenue share and eligibility criteria, and then accepting them.

After that, the license manager gets a notification that there’s a new applicant, and they have a chance to review the project by playing the applicant’s game or reading the description that the applicant provided of what the experience will be.

“At that moment in time, they can approve or reject it,” says Hartrell. “On approval, you get the licence immediately.”

“The only nuance there is we do allow for a creator to propose deferring monetization,” he adds – this is for cases in which the IP hasn’t yet been incorporated into the user’s experience.

“Once you approve a licence, everything’s automated in terms of collecting revenue share”

Greg Hartrell, Roblox

Compared with the usual methods of acquiring IP rights, it’s incredibly streamlined. Hartrell notes that it would typically take months to negotiate an IP deal, but with Roblox’s new system, users can access an IP within days, and sometimes within hours.

“The streamlined process of applying really just simplifies it for a creator, so you don’t need a whole lot of business knowledge to be able to use really incredible IP.”

But then there’s that question again – how much work will this involve for IP holders, especially given Roblox’s vast audience? Will they be inundated with applications?

Hartrell is confident that Roblox’s tools will quickly flag any time-wasting applications for license managers. “There’s immediate data where they know that they can reject certain experiences,” he says.

“Once you approve a licence, everything’s automated in terms of collecting revenue share, communicating to the creator what the expectations are. And then, over time, we’re going to do even more.”

He notes that currently, Roblox uses an AI system to search for and flag the use of an IP in an experience. But in the future, he thinks that AI technology might be able to describe how an IP is being used, and “maybe even comment on how it conforms with your content standard.”

Do it yourself

In terms of what kinds of official assets creators receive access to after signing up to use an IP, the answer is… none.

“No assets are provided or required to be used,” confirms Hartrell. “But on Roblox, that ends up being a feature, in the sense that […] our creators are somewhat unbounded on how they can create.”

He likes to think of it as maximum creative expression. “That said, I think there’s a future where we can imagine providing a library of, let’s say, pre-approved assets, things that the IP holders are excited for creators to use. And I think I can imagine us supporting that sometime in the near future.”

The elephant in the room amid this discussion is that Roblox is already awash with creators using IP in a decidedly unofficial fashion, whether it’s for making, say, One Piece-adjacent brawlers or homages to their favourite TV series.

Image credit: Roblox

Now that Roblox is offering creators access to official IPs, does that mean they will have to police unofficial IP use more strictly?

Hartrell responds by saying that Roblox has to support IP holders according to whatever stance they want to take. He says they typically adopt one of three postures.

One is insisting that their IP cannot be used on Roblox at all. “We have IP holders who are like that,” says Hartrell. “They routinely look at the ecosystem, and they report content that’s […] infringing on their content, and we take it down immediately.”

The second is IP holders who have licensed their IP for specific use in certain Roblox experiences, but take a dim view of it being used elsewhere. Other companies, however, take a much more relaxed approach.

“Some IP holders, believe it or not, they don’t want to take down the content. They do want to call attention to the official content, but they’re very comfortable with fan-created or homage-based content. And I think this is where the licence manager comes in.”

Now, such companies can licence their IP at scale and “allow a thriving community of fan created content,” he says.

“I think Squid Game is probably the best example of that, where there’s just a wealth of different Squid Game inspired content that Netflix sees on the platform. And they’re pretty satisfied with the fan engagement.”

“Eventually, we want to be able to say that any eligible IP holder can sign up”

Greg Hartrell, Roblox

Going forward, the idea is to get a lot more companies involved beyond the initial four that have signed up to the license manager program.

“We’re thinking about how we scale,” says Hartrell. “Working with these initial set of partners [can] help us understand how we further streamline the workflow, understand how the creator community reacts, really working out the kinks, if you will.

“Eventually, we want to be able to say that any eligible IP holder can sign up, but it’ll be some time before we decide that.”

For now, the license manager is restricted to those select companies that Roblox approaches.

“We want to work with folks who understand the vision and are willing to say, ‘Yeah, there is a future where licenced IP on a UGC platform is a different type of licence, versus the historical game licensing models that we’ve seen over the last 30-40 years.”



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August 19, 2025 0 comments
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Camp Snap CS-8 Review: Simple Video Capture
Product Reviews

Camp Snap CS-8 Review: Simple Video Capture

by admin August 17, 2025


The Camp Snap CS-8 doesn’t care about frame rates, bit rates, or whether your footage is stabilized to unerring levels of steadiness. It doesn’t want to replace your iPhone or compete with your mirrorless camera setup. What it offers instead is something far simpler and more deliberate: the feeling of shooting video for the sake of it.

Much like Camp Snap’s point-and-shoot still camera from 2023 (the company’s only other major product), it’s a throwback to when cameras didn’t think for you and when you didn’t expect to review the images you just captured until later—sometimes much later.

Inspired by the Super 8 camcorders introduced in the 1960s, the CS-8 is unapologetically retro in both appearance and function. The body is mostly plastic, with faux-metal detailing and leatherette texture meant to evoke the mechanical era rather than mimic it convincingly. It’s chunky and solid in the hand, albeit in a distinctly toylike way. If you’re looking for authenticity, you’re not going to find it here: There’s a fake cold shoe up top and imitation screws at the base of the pistol grip. But that’s not the point—this isn’t Kodak’s $5,000 Super 8 revival but rather a $199 camera meant to live in the real world and get passed around at parties, slung into backpacks for day trips, and used without a second thought.

Lights, Camera, Action

Photograph: Sam Kieldsen

There’s no screen, no playback, and no Delete button. Here, what you shoot is what you get. The settings and options are stripped back, with one dial for selecting aspect ratio (4:3, 16:9, 1:1, or 9:16) and another for the video effect. These include standard color, monochrome, and three lo-fi filters, including one that simulates the grainy, jerky look of 8-mm film.

I found that last one, labeled Analogue, was the star of the show. It drops the frame rate to 20 fps (it’s 30 fps with the other modes) and sprinkles in digital scratches, resulting in footage that’s imperfect in the most deliberate way. The rest of the filters feel a little flat by comparison, though the monochrome setting can conjure up its own punchy charm in the right lighting.

Using the CS-8 is refreshingly physical: Power it on by flicking a dial, press your eye to the rubber-cupped viewfinder, and squeeze down the trigger to record. There’s no focusing to worry about here. The 8X zoom is handled with buttons labelled “W” and “T” for wide and telephoto, though it’s digital-only, and resolution drops off quickly when you push in too far.



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August 17, 2025 0 comments
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Morpho and Gelato launch simple loans using crypto as collateral
GameFi Guides

Morpho and Gelato launch simple loans using crypto as collateral

by admin June 26, 2025



Users across several blockchains can now take non-custodial, crypto-backed loans in just days, the two firms claim.

DeFi is racing to close the usability gap with traditional platforms. On Wednesday, June 25, Web3 cloud firm Gelato and Defi lending protocol Morpho announced the launch of embedded crypto-backed loans. According to the two firms, the platform would be as easy to use as a banking app.

Today, in collaboration with @MorphoLabs, we’re introducing Embedded Crypto-Backed Loans.

A new way for wallets, exchanges, and fintech applications to offer instant, non-custodial, and web2-like stablecoin loans directly in their products.

Available now on @arbitrum,… pic.twitter.com/EfWnDif5i3

— Gelato (@gelatonetwork) June 25, 2025

Paul Frambot, CEO of Morpho Labs, said that the partnership will make DeFi self-custodial crypto loans more accessible than before. He explained that users can borrow the USDC stablecoin by using crypto assets, including Bitcoin, as collateral.

“We’re excited to see more platforms bring crypto-backed loans to users in a self-custodial way. Morpho is built to be integrated, and Gelato makes it easy to deliver a seamless UX on top,” Paul Frambot, Mopho Labs CEO.

Crypto loans won’t require credit checks

According to Morpho and Gelato, these loans are meant for both retail and institutional users. The platform will include features such as one-click borrowing with collateral, as well as wallet creation with social logins. At the same time, borrowing will not require credit checks.

Morpho’s non-custodial loans are available on Polygon, Arbitrum, Optimism, and Scroll, and will soon be available on the Katana blockchain. The two teams also stated that they would add support for more blockchains in the future.

Crypto-collateralized loans are an attractive way for holders to leverage their digital assets. They enable users to get liquidity from their crypto without having to sell. Moreover, some traders use crypto loans as leverage instruments to seek more upside in trading.

Still, there are risks involved in crypto lending, both for users and platforms. For instance, a sharp drop in crypto prices could render a platform’s collateral insufficient to back outstanding loans, potentially leading to a collapse.





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June 26, 2025 0 comments
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