2026
Game Frame Magazine
Virtual Photography
GAME FRAME
January - Winter Bloom
Capture by: Glo (gloobin.photography)
Editor's Note
Here we are, stepping into a new year with a brand-new release of Game Frame Magazine. I hope this year has treated you kindly so far, and that you’ll find something to enjoy, connect with, or feel inspired by in this newest issue.
Like many artists, I’ve reached a point in my virtual photography journey where creating hasn’t always come easily. There have been moments of hesitation, doubt, and that familiar creative abeyance where taking captures feels more like a struggle than a joy. So you can imagine what a wonderful surprise it was when I finally managed to put together a fresh set of promotional captures for this issue. All it took was sitting down, letting go of expectations, and simply wandering through the game’s world for a while — until I felt that quiet creative spark begin to flicker back to life.
I wanted to share this because Game Frame exists for virtual photographers, and I believe it’s important to acknowledge not only the highlights of creative hobbies, but also the struggles that come with them — especially creative burnout. Those moments can feel isolating, but they’re a natural part of the process. And even when inspiration seems distant, it always finds its way back — often stronger, clearer, and more momentous than before.
Thank you, as always, for being part of this community and for continuing to create, share, and support one another.
Ella (StrawbElla)
Managing Editor
Featured Artist: Glo (gloobin.photography)
Social Media:
Instagram: @gloobin.photography
Threads: @gloobin.photography
Through the Lens: Glo in Action
Introduction: “I’m Glo, a 23-year-old artist from the U.S! I’d say my content mostly revolves around the Insomniac Spider-Man series, but I pride myself on my ability to tell different stories through different pieces across many franchises such as The Last of Us, Fortnite, Red Dead Redemption, Ghost of Yotei and so many others!”
Meet the Photographer
Who or what inspired you to start posting virtual photography, and when? Do you think you will keep it as one of your hobbies in the future as well?
“I’d say my first two inspirations were @spidermanshots (who unfortunately isn’t in the community anymore) and @geejp.vp! I used to get their content on my feed before I ever even knew games had a photomode, & without them I doubt I’d have ever been inspired to start messing around with VP, let alone starting my own page for it. I’d like to think this will be a passion I have for the long run, as it’s been 3 years already and I don’t plan on stopping anytime soon!”
Which was the first game you ever captured in?
“The first game I ever captured in was actually God of War 2018, but the first I ever posted on Instagram was Batman: Arkham Knight!”
Venom (Marvel’s Spider-Man 2)
How it All Begins
When do you find yourself most inspired? Do you usually plan out your capturing sessions, or do you capture whenever you feel inspiration flow?
“I’d say both my inspiration & sessions are honestly pretty random. Usually, the inspiration comes first, usually when I hear a certain song or come across a cool poster, then I’ll get to work trying to capture some photos that match the vibes of the inspiration, and it just kind of flows from there! Sometimes that means 1 or 2 pictures at a time, sometimes that can snowball into a full set, it really just varies!”
Since you capture many characters also portrayed in movies, do you ever draw inspiration from those?
“100%! I don’t think that was always the case, as I used to just capture whatever I personally thought looked cool, but as of the last year or so, I definitely draw heavily from movie posters, game & comic covers, whatever I come across, really! But I think as of right now, comic book covers are what really seem to help me the most with what I do!”
Snowy Nights (Marvel’s Spider-Man 2)
Finding Your Style
Based on your content, it’s probably safe to assume the Spider-Man games are your favourite to capture in. Is there something specific about them or their photo modes that draws you to them?
“Honestly, it’s just the familiarity I have with the character. I find it so much easier to create more meaningful pieces when you have a deeper understanding or connection to the character you’re capturing, so while I think I could go and make a good enough piece for a game I haven’t played too much of like Horizon Forbidden West or Ghost of Yotei, or even a game I’ve played quite a bit of like The Last of Us, Spider-Man is a character I’ve kind of had that connection to since I was a kid so it just comes a lot more naturally when working with those games!”
Which character or characters do you enjoy capturing the most, and why? Are they also your favourite video game characters overall? Is there a quote of theirs that resonates with you?
I think obviously Spider-Man is #1 for me, but Ellie Williams is a close second! I’d say my favourite all-time videogame character, though, would either be Connor from Detroit Become Human, or Arthur Morgan from Red Dead Redemption 2.
Is there a quote of theirs that resonates with you?
“A quote that’s always resonated with me is from the end of Spider-Man 2018: 'You do what you think is best, Doc. It’s all any of us can do, even when it hurts like hell.” ~ Peter Parker. I think it’s just generally a really powerful quote that’s stuck with me since my first playthrough of the game. It really sums up the character of Spider-Man so well in my opinion!”
Much of your work features strong colour contrast — from black-and-white captures with striking red accents to generally bold, vibrant palettes. Which colour schemes do you enjoy working with the most? Are there any you find particularly challenging?
“I would say that style of strong color contrast is both my favorite and also, in my opinion, a more challenging style as it needs to be applied relatively strategically to get the story you want to tell through it. Different colors tell different stories, so pairing the right color to the right moment is a detail that takes just a bit more attention than usual, I’d say.”
“There’s never a right or wrong way of going about making art! (with the exception of using AI)”
The Empire State (Marvel’s Spider-Man 2)
Peter Parker (Marvel’s Spider-Man 2)
From Capture to Masterpiece
Have you been editing your captures since the beginning of your virtual photography journey, or is this something you developed over time?
“Not at all! I actually didn’t start editing until around the midway point of 2024! Up until that point, I was more or less just uploading my photos exactly as they were from the games, but in all honesty, that got very repetitive and old for me. I started editing on PicsArt & Photoleap on my phone around mid 2024, as I said before, and kept that up until August of this last year when I made the switch to Adobe Photoshop & Lightroom on my PC! I’ve been having probably the most fun I’ve ever had as an artist since then, and I can’t wait to continue evolving my work.”
Which apps or software do you use to edit your captures? Would you recommend them to others?
“I think if you can afford it, the Adobe suite is a really wonderful thing to have - Photoshop, Lightroom, Illustrator, they’re all amazing tools! But good alternatives, as I’ve already mentioned, would be PicsArt, Procreate, & Photoleap if you edit via a mobile device! (Also, I can’t recommend Lightroom mobile enough, it was an absolute game-changer for me when I was getting the hang of things as an editor!!)”
Your sets feel incredibly cohesive, even when the individual captures are very different. How do you maintain such consistency in your editing style?
“I think that generally comes from how harsh a critic I am of myself, honestly. I’m a stickler for details, and I can’t even begin to get into how many photos of mine end up being discarded. When I get to work on a set, whether it has a specific theme or it’s just a random photodump, I still maintain a very solid line for the quality and vibe of said set, and it usually comes down to the song choice in most cases to be real. I’ll pick a song, and even if the photos aren’t capturing the same theme or any correlating scenes, I really try my best to have them all cohesively fit the vibe of the song I select. I’ve found there's generally a lot of consistency to my sets with this method, so it’s kind of what I’ve gotten used to over this last year as my golden standard.”
How heavily do you usually edit your captures — small adjustments or full reworks? Do you feel as though editing is necessary?
“That more or less comes down to each specific shot. Some only require minor changes like simple color grade changes, while others will have weather elements, different types of blurs, pose alterations, and other special effects added in! It truly just comes down to the story you wanna tell with each individual piece. To answer the big question, though, I don't think editing is necessary. Some people have really amazing work, and they only post the raw photos from their respective games, and other people have really amazing work that they put a lot of time into for editing. It just comes down to the taste of the creator and what they’re personally happy with in their own work. There’s never a right or wrong way of going about making art! (with the exception of using AI)”
Ellie Williams (The Last of Us Part II)
Approximately how much time do you spend editing on average?
“For simple edits, I’d say I only take around 15-25 minutes per piece. Then, depending on the complexity, the heavily edited pieces can take multiple hours at times.”
How do you usually begin editing a capture? Do you follow a specific routine, or does it evolve organically?
“With the exception of my pieces that are specific recreations of existing works, my process definitely evolves organically. Outside of knowing which game I wanna do my photoshoot in for that day, I kind of just put on music and let it flow! In my experience, you can’t really force yourself to take good photos, so being relaxed and just letting them come up when they come up is the key to having a healthy & consistent process.”
Do you have any editing tips or tricks for those who are just starting out or looking to improve their skills?
“Tutorials are your best friend, I swear. As someone who’s 110% self-taught, please don’t ever be afraid to ask for help, to experiment, to find out what you like and what you don’t like as an editor. Your style of editing should be something that people can look at and connect it to you. So just take your time with things, have fun, & don’t try to force yourself to be your peers. In terms of actual editing tips, I’d say color grading is an amazing place to start your journey! As I’ve said, colors tell stories, and for me personally, the first thing I always look at in each photo is the tone or vibe someone tries to express through their color grading. Adobe Lightroom is absolutely the best tool for that!”
Seeking Inspiration
You’ve recently created a page dedicated to your graphic design work, and your talent in that field clearly shines through your art. Did graphic design inspire your journey into virtual photography, or was it the other way around?
“It was definitely the other way around. Before I had gotten myself into virtual photography, I had never so much as taken an art class. It was all just kind of something that’s ultimately happened on a whim, really. VP has opened up a world to me that I never saw myself living in, but I absolutely love it!”
Is there anything you’ve learned through virtual photography that you plan to apply to your designs in the future? What are your goals for your other page?
“I think as for lessons that I’ve learned from VP that I’ll be taking to my 2nd page, it’s less about the work itself and more how I go about handling it - there’s been many instances in the past where I’ve forced myself to post a certain game, forced myself to post on a certain day, forced myself to do this or that because it’s what's popular. The core of my new page, though, is that it’s simply unapologetically me. I post pieces that have genuine deep meaning & connection to myself as an individual, and I post them when I’m ready to post them. That does mean there will be longer periods in between posts, but at the end of the day, if nothing else, I want it to show the passion I have for the projects I put out.”
Spider-Man (Marvel’s Spider-Man 2)
Do you ever struggle with posting consistency? How do you usually approach that challenge?
“I think that’s something I’ve always struggled with, to be fully honest. I started out posting daily, and basically kept that up for the first year and a half of doing this. But the more time I put into my work editing, the harder it was to have a more straightforward schedule. I think the best approach to this, though, honestly, is just learning to be okay with working at your own pace. At the end of the day, I understand having your page grow is an important thing, and consistency DOES help with that, but the #1 priority should always be yourself. Your mental health, your creative integrity, you should always come first before you start looking for numbers or statistics."
Are there any other challenges you've faced along the way?
“I think, as I’ve mentioned previously, I’ve always been a very tough critic for myself. Whether it’s comparing myself to my peers, or just generally being too harsh on my own work, I’ve truly had to learn to just appreciate what I’m able to do as it is, and it’s honestly made things so much more fun for me since I started to just let go of the comparison game.”
Do you have any advice for VP artists who are struggling to feel inspired?
“I think, as I said before, just take your time. Watch a movie or a TV show, pick up a comic book, scroll through Pinterest, look at the work of your peers, or go take a walk. Inspiration is everywhere, and it comes through so many different outlets. I know that’s a bit cliché, but it’s cliché for a reason. You can’t force inspiration, and it’s okay to have periods where you maybe feel a little burnt out. Just take the time you need; it’ll come when it comes. If you can get into a rhythm with that mindset, I promise you’ll have a much better time as an artist.”
Allies in Art
What does virtual photography mean to you?
“I don’t think I really have an overly complicated or deep answer. In all honesty, it’s simply something that creatively pushes me, and I have fun with it. I’d like to think I’m good at it, so I try my absolute best to keep up with it to the best of my ability!”
The virtual photography community often hosts challenges and monthly themes. Do you ever participate in those?
“I started out participating in those around the point where I was newer to the community, and I think it’s a great way of putting yourself out there, connecting with your peers and just kind of getting a feel for the work of everyone else. Whether it's a challenge, a theme, or an ongoing award show like the PMAs, they’re all great outlets! Nowadays, though I don’t think they’re really my thing. I think, as I mentioned, I have a bad habit of getting into a comparative mindset, and I much prefer to just watch everyone else put out their wonderful work in these contests/challenges while I focus on doing my own thing independently.”
What is your favourite thing about the virtual photography community?
“It’s just the intimacy of it all, I guess, if that’s the right word? It’s such a niche community that it almost feels like everyone has heard of everyone. It doesn’t matter if you have 20 followers or 20,000; if someone puts out a beautiful piece, you’ll see it posted around, and I think that’s just a really lovely thing. Everyone seems to treat each other with such wonderful respect & admiration, I hope that can keep going as the community expands further.”
Vista (Marvel’s Spider-Man 2)
Save & Exit
Virtual photography is an art form, and Glo proves that time and time again. His cinematic pieces are true wonders to behold — each one entirely unique in both composition and style. Through his work, he shows that talent alone is never the whole story; dedication, persistence, and effort are just as vital, and the creative journey is not without its struggles. Yet with determination, patience, and the courage to step back and take breaks when needed, even the most daunting creative obstacles can be overcome. Thank you, Glo, for taking the time to answer these questions so thoughtfully, and for sharing your passion for fictional heroes with all of us. Your sense of style is truly impeccable — from action-packed, high-energy moments to quiet scenes of solitude, every capture tells a story. It’s been a genuine pleasure to experience your work, and I hope to have the honour of enjoying it for a long time to come.
Article by: Ella (StrawbElla)
Photography by: Glo (gloobin.photography)
Featured games: Marvel’s Spider-Man 2 © Insomniac Games / Sony Interactive Entertainment; The Last of Us Part II © Naughty Dog / Nixxes Software
It’s time to celebrate the winners of the January theme — Winter Bloom.
To honour the beginning of a new year, the winners of this month’s theme have captured moments that celebrate life in its quietest season. Through scenes of wildlife, delicate flora, and rich colour schemes, these works highlight the subtle beauty found in winter’s stillness. Each capture speaks to the calm yet unwavering resilience of nature — life persisting, adapting, and quietly thriving beneath the frost, reminding us that even in the coldest months, growth and colour endure.
In the Spotlight: Winter Bloom Winners
With the new year upon us, I thought we’d kick things off with something a little different from the usual gaming news. Instead, we’ll diving headfirst into a gaming review of one of the hottest titles in the gaming industry right now. And if you’re already a fan, chances are you recognised it the moment you read the title: “For Those Who Come After.”
So without further ado, let’s step into the striking world of Clair Obscure: Expedition 33 (without major spoilers).
Patch Dispatch: “For Those Who Come After”
Introduction
Clair Obscur: Expedition 33 is a title currently recognised by nearly everyone in the gaming community. Released in late April of 2025, it rose to prominence with remarkable speed, ultimately earning the title of Game of the Year and further solidifying its reputation. In its first week alone, the game sold well over a million copies. To this day, it has outperformed established classics such as Final Fantasy VII Rebirth, even surpassing Elden Ring as the most awarded game to date. Across all platforms, the response has been overwhelmingly positive — but what is it about Expedition 33 that resonated so deeply with players worldwide?
Developed by the small indie studio Sandfall Interactive, Expedition 33 is unmistakably a labour of love. Given the game’s scope and emotional depth, it is difficult to fully comprehend the level of dedication, patience, and determination that went into its creation. From the intricate world-building to its carefully written characters and unforgettable storyline, every element feels deliberate and thoughtfully placed.
A Labour of Love: On Development & Inspiration
The core team, consisting of roughly thirty people, began working on the project back in 2019, when it was still known under the title "We Lost." Even in its early stages, the project already bore a strong resemblance to the game we know and love today. Inspired by the Belle Époque era — translated as The Beautiful Era — the game draws heavily from French history and culture. The developers’ love for their homeland is evident throughout the experience, reflected in breathtaking landscapes, Parisian ruins, and the inclusion of classic historical landmarks and architectural elements. I believe this strong cultural identity has greatly contributed to the game's emotional impact and sense of authenticity.
Art Within Art
Personally, one of my favourite aspects of Expedition 33 is its art direction. France is widely known for its rich artistic heritage and world-renowned galleries, and this influence is brought to life beautifully throughout the story. The emphasis on art feels especially fitting given the central conflict of the expedition itself — the mission to destroy an entity known as the Paintress — though this is a topic worth exploring in greater depth later on.
Even the title Clair Obscur holds a deeper meaning. It directly connects to both the storyline and an artistic movement originating in 17th- and 18th-century France, a subtle yet thoughtful reference that many players might overlook.
Performances and Character Depth
Before moving on to gameplay, I’d like to highlight the performances, which in my book deserve special recognition. The voice actors — and equally, the motion capture artists — bring an extraordinary level of authenticity to the characters, making emotional connections feel immediate and deeply personal. There is a rawness to the delivery that makes every interaction feel meaningful. As a fan of Baldur’s Gate 3, I was thrilled to hear Jennifer English voice one of the main characters, Maelle, delivering yet another incredible performance. The game is playable in both English and French — double the work — but this dedication shows just how much the team cares about authenticity. The emotional connection I felt to the characters wasn’t only due to the performances themselves, but also the way the game allows us to spend time with them. The camp interactions, reminiscent of BG3, fostered feelings of love and compassion for the characters, making them feel even more alive.
Truth be told, I found myself with tears streaming down my face before even reaching the end of the prologue. Few games manage to establish such an emotional grip so early on, and even fewer maintain it throughout the experience. Even without knowing the characters or their histories yet, the game made me feel as though I understood their pasts — their scars, fears, hopes, and dreams. It felt lighthearted but deeply painful at the same time.
Gameplay Mechanics
Now, onto gameplay mechanics: the combat system intrigued me even before I picked up the controller. I had a hard time imagining turn-based combat in an open-world RPG — not because I thought it impossible. As a Baldur’s Gate 3 fan, I love turn-based systems, but Expedition 33 takes a different approach, and I wasn’t disappointed. It feels refreshing, even if a little overwhelming at first.
While the combat is turn-based, it also includes real-time elements that keep you on your toes. For example, during an enemy’s turn, you can attempt to dodge attacks or parry them — the latter being riskier, but offering greater rewards. At first, I struggled to keep track of all the variables, but once I learned enemy patterns, it became incredibly satisfying to anticipate, evade, and counter for extra damage. Combat never feels repetitive, thanks to the variety of abilities, skills, and tactics available. Each encounter feels dynamic, encouraging experimentation and keeping every fight fresh and engaging.
Soundtrack and Emotional Atmosphere
The soundtrack further amplifies this emotional weight in a way that feels inseparable from the experience itself. Despite being entirely new, it carries a strong sense of nostalgia — a longing for something familiar, yet just out of reach. The music feels otherworldly yet grounded, seamlessly blending into the world rather than overpowering it. Each track seems carefully placed, knowing exactly when to swell and when to fade into silence, allowing the player to sit with their emotions rather than rush through them. It enhances both quiet, intimate moments and more devastating ones, leaving a lasting impression long after the scene has ended. The soundtrack during battles — like those in Gestral Village — adds a playful, charming touch, perfectly matching the personalities of the enemies you encounter.
“Learn from those who came before... And lay the trail for those who come after.”
Exploration and World-Building
The world itself is immense, and I can’t stress that enough. I wasn’t expecting it to feel so vast. There are countless areas to explore and numerous optional encounters to stumble upon. It can be a little overwhelming at first, but that’s part of the charm. One of the things I loved most was how well the game balances exploration and combat. There are plenty of enemies to fight, but the game also gives you time to rest, soak in the scenery, and truly enjoy the moment.
What Stood Out
What I especially loved is that the characters themselves are incredibly expressive and thoughtfully designed, both in appearance and, more importantly, in story. Their lives are intertwined, with histories connecting even before the events of the game unfold. Even when I had just started playing, I felt as though I had known them for years. They felt like living, breathing people, fully formed with their own scars, hopes, and regrets.
What I especially loved is that, even though they aren’t real, they felt relatable. Many games idealise their characters, smoothing over flaws or past mistakes in the name of escapism. Expedition 33, however, strikes a perfect balance between ideals and reality. It’s still an escape for those who want it, but the characters remain grounded and human, even in a fantastical world. That sense of realism — of imperfection and history shaping who they are — is what makes them unforgettable. Each character gets their moment in the spotlight, and I found myself wanting to learn more about all of them.
Photo Mode and Virtual Photography
And, of course, we have to talk about Photo Mode. As a virtual photographer, how could I survive exploring this beautiful world without it? Personally, I think it’s incredible. The game offers a wide variety of filters — many of which I don’t usually use — but here, some of them work perfectly. I especially love the oil painting, brush strokes, and sketch filters, which highlight the interplay between the game’s story and art.
Another feature any virtual photographer will adore is the lighting controls. Much like in Cyberpunk, there are multiple light sources to manipulate, allowing you to adjust colours in a scene or illuminate a character in the dark of night. The options feel limitless, and the characters themselves are remarkably photogenic, whether during combat or in quieter moments.
Conclusion
All of this is why I would strongly recommend Expedition 33 to anyone who hasn’t played it yet. It isn’t just Game of the Year material — it is an exceptional milestone for the gaming industry. In a world increasingly dominated by AI, this game reminds us of the human touch in artistry and creativity, giving me hope that there will still be many wonderful, deeply personal games for us to experience in the future.
Article by: Ella (StrawbElla)
Photography from: Clair Obscur: Expedition 33 Press Kit, IGDB, provided by Sandfall Interactive/Kepler Interactive
Featured game: Clair Obscur: Expedition 33 © Sandfall Interactive / Kepler Interactive;
