Interview

How Pass the Pigs brought home the bacon: David Moffat on olives, beer and 74 million swine

On one of his rare U.K. stopovers, we met with David Moffat, the inventor of Pass the Pigs, a classic that has enjoyed over 37 million sales.

Phil Sage on the collaborative design effort that went into Hasbro’s D-O Interactive Droid

With multiple modes of play and functions spanning a self-balancing wheel, moving head and antennas, sound effects and light-up LED eyes, we caught up with Hasbro’s Phil Sage to learn more about what went into creating the D-O Interactive Droid.

Games to Get’s Luke Evans on helping players get to know each other with Sussed

Luke Evans, lead product designer at Games to Get, talks us through the success of the firm’s range of Sussed card games.

Designer Brett J. Gilbert on why it’s great to find a publisher who likes your game, but it’s better to find one who can improve it

Fresh from seeing three of his games – Mandala, Chocolate Factory and Maya – launch at Essen 2019, we caught up with Brett J. Gilbert to learn more about the development process behind them.

From a dream to a TOTY nomination: Angie Cella on her four-year journey to bring Blinger to market

With a journey that involved Kickstarter campaigns, different designs and even saw her selling her home to fund the project, we caught up with Angie to learn more about her four-year journey to bring Blinger to market.

Barry & Jason Games’ Barry McLaughlin and Jason Lautenschleger on creativity, Bill & Ted and ‘Brain Blasts’

We caught up with Barry and Jason to learn more about their collaborative design process, and how their approach to game ideation changes when working with a IP like Bill & Ted.

PlayMonster’s Adam Hocherman on his industry pet peeve, three tips on pitching and why he’s on your side

PlayMonster’s VP of New Business, Adam Hocherman, sheds light on his approach to finding great concepts, and tells us why he’ll never “pass” on an idea.

Prolific inventor Maureen Hiron on having ideas – and the daftest thing a game designer can do

We caught up with Maureen at one of her game signings to learn more about her history in the industry, and find out what advice she’d give new inventors.

Galactic Sneeze’s Sara Farber and Bryan Wilson on goat yoga, Kikkerland and why game design is like improv

We caught up with Galactic Sneeze to find out where the ideas for their new range of games came, and how many classes of goat yoga it took for Sara and Bryan to nail the trend’s transition into party games.

Meo Mio’s Paul von Mohr talks creativity, Pound Puppies and how to secure a “yes” in a “no” industry

We caught up with Paul to learn more about his history in the toy space, as well as find out his key piece of advice for inventors who are just starting out.

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