Why grabbing attention isn’t enough: toy photographer and storyteller Mitchel Wu on his creative process
Capturing stunning photos of toys, Mitchel Wu tells incredible stories in a single shot. We spoke with Mitch to find out what makes an engaging story, how he has ideas… And why grabbing attention isn’t enough.
Rubik’s Head of Global Marketing, Hayley Woodward, on the Cube’s appeal – and what all inventors need to know about new ideas
With sales of over 350 million for one product alone, Rubik’s Brand Ltd. have been a major player in the industry for 40 years. We spoke to Head of Global Marketing, Hayley Woodward, to discover why the cube still has appeal, and what all inventors need to know about new ideas.
Legendary industry veteran Richard C. Levy on Furby, creative kryptonite and why the biggest risk is not taking a risk at all…
Richard C. Levy has over forty years in the toy industry and 200 inventions to his name. Specialising in collaborative invention, product development, and licensing, we discuss follow up, three things that kill creativity, and why nobody really knows anything…
Industry veteran Doug Morrison on making a noise about sound, engineering toys for Lucasfilm – and why he’ll never be a millionaire
Few people in the toy-and-game industry earn a reputation as truly “go-to” experts. So Sound founder Doug Morrison is one of them… We spoke to Doug about Star Wars, expanding services – and why he’s not a millionaire.
“Houston, we’ve had a problem.”
Exactly fifty years ago to the day – April 13, 1970 – Apollo 13 astronauts James A. Lovell and John L. Swigert both said these words to NASA Mission Control. Usually misquoted in the present tense, the sentence marks the start of one of the most extraordinary stories of creativity on or off the face of the planet…
Saying no to things that glow: Director of Product Development at Fat Brain Toys, Erik Quam, on innovation, pitching tips and the key to success
As the inventor-relation guru at Fat Brain Toys, Erik Quam is known for his openness and accessibility. We ask him why he works so closely with inventors to build great ideas, relationships and products.
Award-winning inventor Don Ullman on what powers the process behind mega-hits Don’t Step In It, Soggy Doggy, and more
With a string of hit titles including Don’t Step In It, Soggy Doggy and Heist, Don Ullman is a prolific and award-winning inventor. We caught up with Don to ask about his creative process, collaborative efforts and overnight success…
Inventing Bananagrams: Rena Nathanson on the origins of the top-selling game, the secret of its appeal and what makes new ideas a no…
Deej Johnson – author of The Little Book of Bananagrams – catches up with the game’s co-inventor Rena Nathanson, and discover the secret of its appeal…
JMP Creative’s Jim McCafferty reveals how brainstorming, magic and a thick skin power his creativity
With a past career as an escapologist and illusionist, Jim McCafferty now makes the world a happier place by creating magical toys and games… And terrific entertainment.
Atari founder Nolan Bushnell, and Zai Ortiz – the designer behind Iron Man’s J.A.R.V.I.S. – on their new game St. Noire and how to be creative
Teaming up with futurist and visionary Zai Ortiz, Atari founder Nolan Bushnell brings us the cutting-edge murder-mystery game, St. Noire. We caught up with the two – well, geniuses – to find out more.