Hello all, it’s edition 130 of The SEG3 Report, and this week I’m looking at D&AD’s Trend Report 2026 and what it tells us about how far a brand can stretch, and what it means for brands and IP trying to break conventional advertising rules.

Plus, our speed reads:

  • 100 Thieves apologises after AI slips into its Old School RuneScape merch

  • Gap partners with boy band Just Your Type in multi-year partnership

Let’s dive in!

How brands are breaking the rules

One of the wonderful things about moving to another country is discovering all the niche cultural references that completely passed me by. This includes, but is not limited to, East 17 (which I continually referred to as E16 by mistake), Mr Blobby (nightmare fuel) and a handful of TV ads that my partner delighted in showing me, including both Milky Bar Kid (a jingle he still sings at random) and the gorilla Cadbury’s ‘In The Air’ ad.

What I love about these things is how entirely unrelated to my day-to-day life they are, and yet how much of a place they now occupy in my brain. I certainly don’t need a TV ad to remind me about Cadbury. They’re literally everywhere. But those two ads now live in my head alongside some other incredible TV spots (like Three’s dancing and singing ponies).

Being able to capture and retain this kind of attention is harder than it sounds, as we all know, and for those brands who manage to do it, they are rewarded with D&AD’s various awards, including the coveted ‘black pencil’. 

Off the back of these awards comes D&AD’s Trend Report 2026. It’s more than an awards recap; it’s a deep dive into the creative strategies driving brand advertising.

Borrowing from gaming’s language

D&AD cites a few case studies that show where these creatives are looking for inspiration, and the partners they’re choosing. The overlap is what I find most interesting. 

First, Coinbase. Their film drops a background character out of his script and into the real world. It looks digital but isn't. The suits were printed with 2D detailing, and the extras were trained to walk like game characters. The report categorises it as a brand defying category conventions.

In order to defy these conventions, Coinbase borrowed the look and logic of a game world, and spent a lot of effort to make sure that it came to life authentically for those who know that look and logic inside out.

Second, Zillow took a similar approach, arriving inside World of Warcraft just as player housing went live, a feature fans had been asking for for close to two decades. This kismet of timing and idea allowed for a seamless fit of a brand and logo that, otherwise, might have been out of place.

Third, Nissan disappeared almost entirely from the campaign itself. Instead, they enlisted GeoGuessr player Oscar Pearce to drop a Nissan Patrol vehicle somewhere in Australia and design a challenge so hard it would need the efforts of his Discord community to solve it. According to Nissan, it sold 113% above target as a result.

What did these three have in common? Obviously, gaming.

But beyond that, they were non-endemic brands that managed to authentically borrow from gaming visual and creative language to fit naturally in that world. Instead of trying to shoehorn their existing brand touchpoints into something incongruous, they all allowed for flexibility that bridged a seemingly wide gap.

→ Remember, none of these brands had gaming heritage. Each earned its place by starting with something the community already did and leveraging that trust by showing up, having done the research.

The logo-off test

D&AD launched a Cultural Influence Pencil this year, and its jury was held to one standard: the work had to be "indistinguishable from culture." In short, if you took the logo off, would anyone still watch, share or talk about it?

This goes back to something Carlotta Rossi-Spencer talked about in The Speakeasy. Banijay’s branded entertainment is held to the same standard: would someone watch a show or spot even without a brand’s involvement? The answer has to be yes.

In the report, Cheil’s Paul Chan, who judged Entertainment, said that fans in sport and gaming spot a corporate cash-grab almost instantly. (And this is a sentiment echoed across almost all of our guests from panels to podcasts!)

It’s the thing that’s most important to remember for anyone navigating a brand partnership, on either side of that deal.

In the Nissan example, they tapped a creator's skill and his community, allowing that to be the driving force behind the campaign (pun intended). I’ve talked before about how creators work best as founding partners, given freedom and autonomy no matter how difficult it might feel to give that up. Nissan’s campaign showed what that looks like in practice, and the success that can come from it.

For rights holders, it changes the pitch from selling inventory to offering a stage where a brand's idea would still be worth watching, or playing, without a logo or badge.

→ Remember, the logo-off test is harder to pass across sports, entertainment and gaming because the people applying it aren’t just consumers but fans — they know the world inside and out and can smell a cynical cash grab.

Permission, and how far it stretches

Another thing the report highlighted was something we’ve talked about before: rule-breaking only works when the brand's personality already lives in a space that allows for rule-breaking. That applies to IP heading the other way, too.

BBC Studios' Shelley Macintyre told us in her episode of The Speakeasy that Bluey has permission to stretch into products for twenty-somethings, while plenty of other children's IP doesn't. The judge is the audience, which she said spots commercial cynicism quickly.

SEGA's Justin Scarpone makes the same case from both ends of the price list, which he explored in his episode of The Speakeasy. Sonic and McLaren need little explaining since, as he said, it doesn't get faster than McLaren, and speed and Sonic go hand in hand.

However, the Balenciaga collaboration sits at the other pole of where a brand can stretch. There's a zip-up hoodie priced at £1,150. And yet, Sonic also sits on shelves at Walmart and Primark.

Though this doesn’t seem as related, it speaks to the same underlying principle: how far can a brand stretch, and where is it stretching? It might seem like Sonic is being spread too thin to sit on a Balenciaga shelf and a Primark one, too, but that isn’t the case.

Justin says that fans accept the brand living in both spaces, so long as there's an option at every price. If core fans can't get value-for-money merchandise, SEGA starts excluding part of its fanbase, and he calls that dangerous.

He also makes the case for bringing the Like A Dragon game, whose core player audience is 70-75% male, to a live stage show in Tokyo. This experience serves the female fans who are overwhelmingly buying the merch (80%) and showing up to the theatre (90%).

In short, "where you fit" isn’t an either-or question; it can be a £1,150 hoodie and a £11.00 kids lounge set. The test is whether fans need an explanation for your brand sitting in that space.

Closing thoughts

I keep coming back to the Coinbase film, which in its own way reminds me of the Cadbury’s drumming gorilla ad. Because what does a gorilla on a drum kit have to do with chocolate? Nothing! But it’s so cool!

In Coinbase’s case, a brand with less endemic authority in gaming understood how a game world feels, and put in the effort to earn its way in. For IP holders who own that heritage and the fans, you’ll have the easier starting position, but the same questions apply, then, in reverse:

What brands are you partnering with and why? Where in someone else's world could your IP show up that nobody would expect? And could you answer the fans when they ask why your IP is there at all?

Having well-thought-out answers to those questions, as outlandish as they may seem, makes the difference between an award-winning, attention-grabbing campaign and simply an ad.

100 Thieves apologises after AI slips into its Old School RuneScape merch

TL;DR

  • Fans know the games they love in fine detail, so rushed shortcuts get spotted fast

  • Knowing where AI has no place in your work makes a mistake much easier to own

  • When AI is perceived to have been hidden in a workflow, fans feel deceived, so sharing an earnest apology goes some way towards building back that trust

Why you should care

When there's roughly a month to take a collab from first conversation to finished apparel, something has to give. 100 Thieves says that's how AI got in: a designer used it for a hurried edit late in the process, and the sample went to the photoshoot before anyone caught it.

That's a very human way for it to happen, and it's relevant to anyone running a fast-paced content calendar. The slip rarely comes from a big decision to use AI, but instead from a last-minute tweak that nobody double-checks.

The audience matters here too, because RuneScape players know the game's skill icons inside out; a Defence icon without its shield was never going to slide past them. (And this speaks to our long read above, too!) As we covered in edition 86, this is a community that pays close attention and has a say, with more than 120,000 players voting to remove Treasure Hunter from RuneScape 3.

We also looked at the trust side in edition 108. Luminate found that when fans learn after the fact that something was AI-made, sentiment turns sharply negative because they feel deceived. That data covers film, TV and music rather than apparel, but the underlying principle is the same: feeling deceived, and the trust that shatters.

There's a good example in how 100 Thieves handled it. They said what went wrong and how it happened, and they stated clearly that AI has no place in their apparel design, a principle they share with Jagex. Owning up and apologising is what makes an apology feel real rather than like an excuse, and goes some way towards earning back fan trust.

It’d be unfair to only spotlight 100 Thieves for this kind of goof. Recently, Sony India has come under scrutiny from eagle-eyed camera aficionados for posting AI-edited images of their cameras that included knobs with no functions, gibberish on lenses, and other details that your average person might not notice, but the very audience you’re selling to most definitely would. (Sony has since taken the image down from their Instagram.)

If you're working with someone else's IP, a final human sign-off on anything fan-facing is worth protecting, however short the timeline gets. And the efficiency vs enhancement question from edition 108 applies here too: is the tool making this better for the fan, or just getting it done faster?

Gap partners with boy band Just Your Type in multi-year partnership

TL;DR

  • Backing an emerging act lets a brand grow alongside the fans instead of arriving late

  • Using your own stores as the stage turns retail space into fan space

  • A docuseries gives fans a story to follow, which gives the merch a reason to exist

Why you should care

Most brand and talent deals start with someone already famous, where the fandom has already been built by somebody else, and has its own rules and language. Gap is doing it the other way round. Just Your Type has a following of more than 2 million across social, which is a good start, but this is still a band on the way up.

A multi-year deal means Gap and the band get to build the story together. Fans who watch the band grow through the docuseries will feel part of that journey, and the brand is in the frame from the start.

The mall tour is one of the most compelling (and nostalgic, and very American-feeling!) parts of this strategy. It speaks so clearly to the digital, product, live experience handoff we’ve covered a lot recently. 

Fans get to see the band perform and meet them in Gap stores, so the store becomes part of the fan experience. (Anyone else remember the Virgin Megastore concerts? I met Franz Ferdinand that way!) Gap will also dress the band for select performances, which keeps the collaboration visible on stage and not only on the racks. It also brings fans even closer to the band they love by allowing them to wear the same, or similar, outfits to their favourite idols. That’s an easy win. 

The collection is co-designed by all five members, so the clothes come with faces and personalities attached too, which is a much stronger starting point than a logo on a tee.

This is also the first music collaboration under Gap's ‘Fashiontainment’ platform, which is built around content, licensing and partnerships. JYT is a litmus test, and with a multi-year deal, Gap has given itself time to find out whether fans stick around once the first collection has dropped. It also provides a stress-tested blueprint for future partnerships in the music space and beyond. 

In other news

  • Hasbro opens third ‘Peppa Pig’-themed cafe in China, unveils new details about Brazil’s ‘Transformers’ attraction: read more

  • Danish charity Kirkens Korshær launches digital thrift store for gamers: read more

  • $110B merger of Paramount and Warner Bros. Discovery officially closes: read more

  • Special Report: The Anime Effect: read more

  • TikTok launches global in-app campaign for ‘POPS,’ the new album from Japan’s top-selling act Mrs. GREEN APPLE: read more

  • The relationship between AI and influencers is … complicated: read more

  • Cúla4 returns to Roblox: read more

  • Eminem teams with NERDS Clothing for original video game, new streetwear collab out of New York Comic Con: read more

  • Fugitive Films co-founder, former MTV scripted boss launch romance-focused vertical content studio, Rommi: read more

  • Brian Cox goes digital: top British TV scientist strikes content deal with new Sony Studio: read more

  • ARC Raiders, The Finals video games set TV series and film adaptations at Chernin Entertainment: read more

  • Private capital is reshaping Hollywood moviemaking: read more

  • Anime & Manga: A mass culture. Not a niche: read more

Working on anything cool, or have a press release you would like us to cover? Send it in for the chance for it to be covered in next week’s edition!

That’s all for now, everyone - thanks again for reading the latest edition of The SEG3 Report. If you found it of interest, please do consider sharing with a colleague or friend who’d enjoy it too!

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