Interview
Sam Unsicker on how Big Monster Toys has remained on top of its game for over 30 years
Sam Unsicker, partner at BMT, sheds light on what it takes to be a designer with the group, and how – in such a trend-driven industry – the firm has remained on top of its game for over 30 years.
MLGPC’s Michael Goodman on Fugglers, Monchhichi and the search for great concepts
We caught up with Goodman to learn more about what caught his eye with Fugglers, and learn the one thing he looks for when considering representing a concept.
Distributor Roger Martin on choosing games, the changing industry and what inventors can do to succeed
Founding a U.K. game-distribution company with only two titles may seem both oddly unassuming and beautifully bold… In 2004, though, Roger Martin did just that!
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.