Interview

Restoration Games’ Rob Daviau on the return of Fireball Island

Restoration Games’ chief restoration officer, Rob Daviau, tells us more about the development process behind The Curse of Vul-Kar, and why the game can live up to players’ rose-tinted memories of the original.

Headcase Media’s Joseph Wheway on how a ‘less is more’ approach can achieve the best products

We caught up with Wheway to find more about his approach to toy design, working with brands and the ‘less is more’ aids his development process.

TOMY’s Alpesh Patel on why creativity in the toy space is as good as it’s been in decades

We caught up with TOMY’s head of R&D to discuss his design journey in the toy space, the creative culture at TOMY and how he assesses creativity in the industry.

Rob Ames and Luc Hudson talk Triclops Studio’s new Invention Hub

We caught up with Rob Ames and Luc Hudson to learn more about the firm’s fresh design space, as well as its new Invention Hub arm.

The Game of 49’s Mark Corsey on why game design is as much about endurance as it is about invention

We caught up with Mark Corsey to find out more about the story behind his first published game, The Game of 49.

Binca’s Rubianca Wadhwa on the “rollercoaster of emotions” that is the creative process

2018 is set to be a big year for Binca, as its first three products hit the UK market via Amazon.

littleBits’ Krystal Persaud on why play is key in getting kids invested in inventing

Krystal Persaud, senior director of product design and strategy at littleBits, tells about the development process behind the firm’s line of innovative tech kits.

Soundbops’ Michael Tougher on using play to empower music learning in children

We caught up with Tougher to find out how Soundbops looks to lift any barriers for young children to pick up and learn an instrument.

Off the Rails creator Andrew Platt on Kickstarter, Minecraft and Escape Room games

We caught up with Platt to find out more about the year-long development process behind Off the Rails, and why Kickstarter was a “no-brainer” route to market for the game.

Façade Games’ Travis Hancock on the origins of the firm’s Dark Cities series

Each game in the series focuses on a city and year, has a dark or mysterious aspect of gameplay, comes in a faux book box and accommodates at least four to nine players.

Stay up to date with the latest news, interviews and opinions with our weekly newsletter
Back to top arro

Sign Up

Enter your details to receive Mojo updates & news.