Interview

Phil Walker-Harding on the point-and-click influences behind his new Adventure Game series

We caught up with Walker-Harding to learn more about the inspiration behind the new series, and how they differ from the play experiences of previous ‘escape room’ games.

Don’t Step In It co-designer Bob Driscoll on how his collaborations with Don Ullman “make an already fun job even more fun”

We caught up with Driscoll to find out more about the origins of Don’t Step In It and learn why the collaborative design process between him and Ullman has proved so successful.

Farm Rescue designer Harris Tsagas on Greece’s blossoming game design scene

We caught up with Tsagas to learn more about the origins of Farm Rescue – his first published game – and why he feels optimistic about the game design scene in Greece.

LEGO designer Justin Ramsden on giving Stranger Things the brick treatment

We caught up with Ramsden to learn more about how he approaches design at LEGO, and what went into bringing the world of Stranger Things to life in bricks.

Tonies co-creator Patric Faßbender on the origins of his playful, screen-free audio device for kids

We caught up Faßbender to learn more about where the idea came from, and what the future holds for the Tonies brand.

From Othello to Nerf Ping Pong, Fireball Island to Timber Tots, Patti and Jonathan Becker on the million-dollar question: How do you know a great product when you see one?

We caught up with Patti to learn more about the origins of Anjar and Becker Associates, get the low-down on some of their recent success stories and find out exactly when they know they’ve discovered something special.

Gary Pyper talks creativity, ‘Monkey Tennis’ and what to expect from his new invention house, Fun-Damental

We caught up with Pyper to learn more about what to expect from Fun-Damental and why Alan Partridge might’ve been onto something with that ‘Monkey Tennis’ idea…

Steve Reece and Matt Knott on the launch of their new toy-centric content creation company, Playwatch Films

We caught up with Reece and Knott to learn why toy firms need to embrace some of the new techniques offered by Playwatch, rather than waste time clinging solely to the TV commercial model.

Open 2 Design’s Matt Burtonwood on the origins of Rubik’s Cage

We caught up with Burtonwood to learn more about where the idea came from for his twisty 3-in-a-row game, Rubik’s Cage.

ToyVision’s Jonny Henton on fuelling creativity and bolstering ideas by asking ‘what if…’

We spoke with Henton about his work with ToyVision, his history in the toy space and what make up his top tips for fuelling creativity.

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