Calvin Lorin, known online as "Ike", is a 26 year old freelance designer from France. After a few years working in the graphic design industry, he quit his job and pursued his hobby of designing for content creators full-time.
Having worked for YouTubers since Winter 2022, he's since gotten the opportunity to work with multiple large content creators and companies such as Mike Shake, Patrick Zeinali and Red Bull. Ike is available for hire.
Twitter (X) → x.com/ike_design
Website → https://ike.design/
Featured design
Brief
When my client, Josie Lifts Things, posted a video meeting people who live in the Parisian catacombs, it underperformed. The initial thumbnail was constructed from a bunch of stock photos and Generative AI to follow a pre-determined formula - one that was popularized by other creators, such as Tyler Oliveira.
The video doing poorly was a big let-down, as Josie had stayed in Paris for a long time to try and get access to this secret society. She had a very unique video, but the thumbnail was a barrier stopping her from reaching her audience.
In her email to me, she wrote: "My channel is based on interesting cultures and people around the world. Realism is very important to me, I do not want cartoon, childlike looking thumbnails as my content is based on authenticity."
Screenshots
Wanting to build a thumbnail that was more authentic to the video, I looked at what Josie had filmed. The location was unnerving, claustrophobic, and covered in colorful graffiti - a perfect background for the thumbnail.
I used two screenshots as the base for my thumbnail. Normally, I'd find the lower quality to be problematic - but in the name of authenticity, having the thumbnail lower in quality was completely fine. It made it feel like found footage.

The most authentic approach is to use the video itself as a basis.
Leading Lines
I made use of a concept called leading lines, which is when a bunch of elements in the composition all point to one single point or direction. In this case, the walls and Josie's hand all direct the eye towards the end of the tunnel, where a mysterious person is standing.
If you look at the time lapse of my process, you'll notice some of the steps i took to reinforce those leading lines, like moving Josie's hand, painting an arrow on the ceiling, and manually highlighting the silhouette of the shadowy figure.
The title sets up the intrigue about these secret people that live in the catacombs, so my thumbnail reflects that. This isn't a video about exploring empty tunnels - it's about making a unique human connection in an unusual place.

The composition leads the eye towards the mysterious stranger.
Matching the Vibe
One of the most important skills to have as a thumbnail designer, in my opinion, is to be able to blend anything into any scene of your choosing. But doing so requires more than just matching the luminosity of two elements: you have to immerse the subject into the environment in a way that is realistic. This means a lot of adjustments to lighting, temperature and texture, and asking yourself questions such as "What would it mean to be in this situation?".
In my case, it means I added harsh lights, shadows and dusty overlays from Texturelabs to make the scene feel grainy and gross. They're basically in a sewer, after all. In my opinion, a lot of designers think about matching colors, but they don't think enough about immersion, about realism.

Free assets from Texturelabs used in the design.
Unlayered

Tools
Latest version of Adobe Photoshop (Not the Beta version as it's unstable and may crash)
A USB computer mouse – Logitech G502
I own a large graphic tablet and the last time I turned it on was 2023 (lol)
I don't think you need any kind of special equipment to do thumbnails. Get a computer that can run Photoshop and a mouse, and you're set.
Resources
Freepik Premium (used to be incredible for assets, now the website is flooded with low-quality GenAI images)
TextureLabs (free textures and light overlays)
1. What do you enjoy most about creating thumbnails?
My favorite part of thumbnail design is usually coming up with unique concepts. I actually don't look at my clients' competition, I don't try to copy what others do on the platform. I have a gut feeling about what could work as a thumbnail for a video, and I'm fortunate to have clients who let me experiment with them. I've had some great successes, and some disappointing flops, but that's what you get when you try to predict the human mind! I use YouTube daily and watch hours of content, so I've built up a catalogue of concepts in my mind that I can apply to all kinds of designs. It's fun to test brand new things on YouTube and see if it catches on. Honorary mention for my second favorite thing: putting a Camera RAW Filter on the finished thumbnail and making it pop 10% more. Chef's kiss.
2. Do you offer ideation services with thumbnail design?
I'm thinking about it. It's not something I've offered before, because I have fun taking those concepts out of my head and onto the canvas. I have the vision for my own stuff, in a way that's sometimes hard to explain to others, you know? Giving my ideas for someone else to execute on would be a new step, but I'm not opposed to it - I just gotta figure out the logistics, pricing and all that. If you want to hire me for concepts on your channel, hit me up, we'll work something out.
3. What does your ideal client look like?
The ideal client is and always has been someone who will take custom high quality asset photos for me and play along with my unique thumbnail ideas. Some of my best work came from equally incredible photos taken by my clients, who perfectly match the sketch I've provided them and allowed me to put my concept to the test exactly as I'd imagined it. Bonus points if the video performs well! Ah, and clients who pay my rates ahead of time, with no attempts at negotiating. There is nothing quite as empowering as a client who responds to a price with "Sure! When can we start?" - it proves to me that they understand the value of the work I make.
4. What are your thoughts on using AI in thumbnail design?
I'm personally a designer that uses very minimal AI in my process. I prefer not to rely on these tools for my work, and practice my skills independently from them. As such, the only use of AI in this thumbnail I've shown today is to extend the wall on the right of the image and to add a hi-vis yellow vest on Josie using Photoshop's built-in Generative Fill. By not using AI in my work, I preserve a much stronger sense of realism, which is what got me clients like Josie in the first place: people who want to tell real human stories don't want their content to be represented by made-up places and people. I advise designers to only rely on GenAI as a last-ditch resort for their assets, rather than as a crutch for their style, as these technologies are unreliable and ever-changing. Working on your fundamental skills will never be a bad idea.
5. What’s one tip you’d give to new thumbnail designers?
It's not easy being a newcomer in the current landscape, I'd imagine. I was already an established thumbnail designer by the time Generative AI became better at making images, so I didn't have to compete with it, but rather choose to adopt it or not in my workflow. If you're a beginner, you're directly competing with services like Midjourney for the thumbnails of smaller channels and clients with lower budgets... I'd say it's honestly not a big loss. Focus on improving your own skills and make thumbnails for fun, as a hobby. Ask YouTubers you like for some assets to practice with, make some designs for their channel and don't demand anything of them. Don't ask to be hired, just post your work online and keep getting better. If you're playing the social media game right, you'll get the attention of people who won't try to replace you with a machine. That's when you can actually turn this into a full-time job: when your clients respect your expertise, when you're more than a tool to them. In short, practice for fun and post your work online. Slowly build up your portfolio and you'll get clients passively. Don't run after low-budget jobs.
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