Interview

The Fantastic Factory’s David Snow on giving Facebook craze Rate My Plate the party game treatment

We caught up with The Fantastic Factory’s David Snow to find out why more firms should be looking at bringing left-field brands like Rate My Plate into the games space.

Yuri Levin on Robo Wunderkind’s aim to make programming accessible for every young curious mind

As the firm begins rolling out its kits to retail, we caught up with Robo Wunderkind co-founder Yuri Levin to learn more about the design process behind its range.

Spin Master’s Nick Metzler on giving Black Panther the board game treatment in Wakanda Forever

Ahead of the game’s launch next month at Gen Con, we caught up with Metzler to learn more about the origins of Spin Master’s latest Marvel game.

Si digital’s Tom O’Malley on how the digital agency has helped bring innovation to the world of digital in the toy industry

We caught up with Tom O’Mally, Si digital’s head of design, to learn more about the agency’s work in the toy sector, and why the play space has proved to be such a good fit for the company.

Treasure Island designer Marc Paquien on what made Matagot the perfect partner for the game

We caught up with Paquien to learn more about how he started out in game design, and where the idea for his Treasure Island game came from.

Hasbro’s Brian Wilk on bringing voice-tech to Monopoly in Monopoly Voice Banking

Brian Wilk, VP of Product Development at Hasbro, shares details of the challenges in infusing voice technology into Monopoly.

Kate Gibson on how Gibsons’ relationship with the inventor community has evolved over the firm’s 100-year history

We caught up with Gibsons MD, Kate Gibson, to find out more about the history of the company, and how the firm’s relationship with the inventor community has blossomed over the years.

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.

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