Amy Duong
Amy Duong is a freelance research writer and editor at Trend Hunter whose gaming coverage sits inside a broader focus on design-led consumer products, culture, and technology. She tracks playful, visually distinctive games, toys, and interactive objects and connects them to broader lifestyle and design trends, as seen in work on color-matching hide games and other creativity-driven products. Her writing centres on concise, product-focused briefs that highlight how a single game, book, device, or artwork reflects larger shifts in storytelling, nostalgia, and everyday use.
She holds a long-standing role in Trend Hunter’s contributor network and is credited as a Freelance Research Writer, contributing tens of thousands of articles and accumulating millions of article views. Her author page lists work across categories including art and design, lifestyle, fashion, tech, pop culture, and autos, which frames her gaming pieces within a wider consumer innovation landscape. Professional profiles describe her as a seasoned content creator and research writer and editor at Trend Hunter, underscoring a remit that blends editorial judgment with trend analysis.
Playful games, learning tools, and nostalgic color
Within gaming, Amy Duong gravitates toward products that merge play with learning, tactility, and visual appeal, as in her coverage of color-matching hide games that turn simple mechanics into design-forward experiences.
She extends this interest in playful interaction to creativity tools such as nostalgic revived crayon colors, where the focus rests on how updated color sets tap into memory and childlike curiosity while refreshing a familiar format. Her pieces on calm reading clocks that replace alarms with gentle literary prompts show the same concern for everyday objects that introduce game-like interaction and ritual into routine activities. Across these stories, she foregrounds the mechanics, materials, and emotional hooks of each product rather than competitive gameplay, aligning her gaming coverage with broader trends in mindful play and sensory engagement.
Design-driven books, graphic novels, and tour publications
A major strand in Duong’s work is the way books and printed media carry design narratives, which often intersect with imaginative or game-adjacent themes. Her article on FormaFantasma’s ‘the Down Under’ presents a picture book as a design journey that traces environmental stories, emphasising how illustration, layout, and concept turn reading into a guided experience. Coverage of motorsport archive books about Porsche’s racing history focuses on archival photography and curation, showing a consistent interest in how visual storytelling shapes niche enthusiast communities.
She writes about a 400-page compilation titled ‘The Book’, describing it as a dense collection of historical information designed to nurture childlike curiosity, which ties learning-oriented reading to playful exploration. Her piece on the Taylor Swift Eras Tour book highlights unseen imagery and tour documentation, treating the publication as both memorabilia and narrative artefact for fans. In coverage of mind-bending graphic novels such as ‘Incal’, she draws out the speculative and visual elements that make these works feel immersive, a perspective that resonates with narrative-rich gaming and interactive media.
Across these book-focused articles, Duong consistently points to format, imagery, and concept rather than industry news, making design and experience the core of her lens.
Art, architecture, and sculptural objects
Duong’s archive shows sustained attention to art installations and architectural conversions, which often function like large-scale, experiential objects. She covers volcanic-themed light sculptures under the ‘stone archive’ project, describing how lighting, material, and form combine to create atmospheric pieces that transform space.
In writing on the Albina Riverside grain silo conversion, she focuses on the transformation of historic industrial structures into new uses, with emphasis on visual impact and reimagined context.
These stories sit alongside other design-led features, reinforcing her pattern of treating built environments and sculptural works as part of the same innovation spectrum as consumer products. For gaming-related pitches, this dimension matters because she is attuned to how physical context and spatial design can frame play, whether in public installations, themed environments, or architectural storytelling.
Tech, nostalgia, and everyday devices
In technology coverage, Duong writes about high-performance flagship smartphones such as Xiaomi’s 18 Pro, summarizing core specifications while situating the device within broader trends in mobile performance and user expectations. She returns often to themes of nostalgia and archival design, as in her article on Nokia design archives, which looks at digital devices that revive the visual language of early cellphones.
Nostalgic revived crayon colors receive similar treatment, with attention to how brand heritage and color stories appeal to both long-time users and new audiences.
Her work on literature clocks like NovellaMate again shows an interest in quotidian objects that gain new functionality through thoughtful design, here replacing conventional alarms with curated excerpts to gently start the day. She also authors roundups such as the ‘Top 50 World Trends in June’, signalling a capacity to situate individual products and devices within a broader macro view of global consumer shifts and cultural moments. Taken together, her tech and nostalgia coverage reinforces a through-line: Duong focuses on how design, memory, and experience turn devices and tools into meaningful touchpoints, a perspective that carries over into how she approaches games and playful technology.
Across gaming, books, art, and tech, Amy Duong writes in a tight, descriptive style that centres the product or project and its key differentiating features. She favours concise overviews that explain what something is, how it works or looks, and why it matters within a wider trend, rather than long narratives or personality-driven pieces.
For stories involving games or interactive experiences, she is most engaged when there is a clear design hook, educational angle, or nostalgic resonance, making her a consistent observer of playful innovation within the broader consumer landscape.
4 more gaming journalists.
Aaron Astle
Aaron Astle covers the business of mobile games through data, company strategy and cross-platform trends. He is Features and Data Editor at PocketGamer.biz and has written more than 2,000 articles for the publication. His beat includes game performance, revenue, player numbers, market share, monetisation, longevity and location-based games. He covers leadership changes, studio restructures, trade bodies, publishing decisions, investment and platform relations. He also reports on mobile, console and PC compatibility, live operations, regional marketing, hardware and app store rules. His work includes interviews with publishers such as King, Scopely, Cygames, Sybo and Rovio, plus year-in-review features for 2024 and 2025. He combines news, interviews, performance data and product timelines in clear analysis. He also contributes to the Week in Mobile Games podcast and event coverage.
Aaron Down
Aaron Down stands out for practical, systems-aware coverage that helps players navigate complex PC games and the platforms around them. He is a guides writer at PCGamesN and a staff writer at The Loadout. His work covers strategy games, live-service updates, codes, online worlds, simulation and management games, and classic titles being remade. He writes about League of Legends and Teamfight Tactics from long experience with both, with a focus on depth, meta shifts, and long-term mastery. His PCGamesN work includes strategy round-ups, Guild Wars 3 news, and reviews such as Two Point Museum. His writing has also appeared in The Digital Fix, Medium, Newsbreak, Flipboard, and other gaming platforms. He reports in clear, direct language, focusing on verified information, game systems, player access, and how platforms such as Steam shape discovery.
Aaron Potter
Aaron Potter is a franchise-focused games journalist who judges big-budget console and PC releases as parts of longer stories. At the Mirror’s gaming vertical, he writes reviews, release-time explainers, deal guides and commentary across PlayStation, Xbox, PC and Nintendo. His beat includes narrative-driven action games, horror, superhero epics, fantasy RPGs, co-op shooters and major series such as Marvel’s Spider-Man, Star Wars Jedi, Resident Evil, Dragon’s Dogma and God of War. He also covers launch times, platforms, Game Pass, crossplay, pre-orders, discounts and AAA ports, helping players decide what to play and how to buy it. With more than eight years in games journalism, prior freelance work and a book on indie games, he compares new releases with their predecessors, weighing storytelling, polish, innovation and value.
Adam Starkey
Adam Starkey stands out for writing about how games feel to play day to day. At Metro, he covers console and PC games, with a focus on Nintendo, fighting games and competitive titles, and he mixes reviews, news and commentary on major releases and hardware. He writes clear, player-focused criticism on mechanics, monetisation, accessibility and local multiplayer appeal. He also reports on live service systems, trailers, reveals, studio statements and consumer issues such as PS5 Pro scalpers. Beyond Metro, he works as a freelance entertainment journalist across games, TV, film, music and esports, with work published in NME, Rolling Stone UK, Radio Times, Edge, Nintendo Life and VG247.