A love of toys? An inspirational teacher? An eye-opening exhibition? We asked figures from across the world of toy and game design what set them on the path to working in design and development.
Big Monster Toys’ Sam Unsicker, Peggy Brown Creative’s Peggy Brown, Ulco’s Don Ullman, Creating Unique Toys’ Adam Borton, PlayLenz’s Richard Heayes and ToyZone’s Alex Prieto tell us what guides their approach to inventing great kids’ games.
Talking Games: Will Wordle’s popularity have a knock-on effect in the board game space? And what’s key to creating great word games?
We asked industry figures for their thoughts on the success of Wordle and find out if its popularity could impact the board game space.
Talking Games: From the splat of Pie Face to the lift-off of Drone Home, what makes for a great ‘wow’ moment in games? And is it a must for the mass market?
Big Monster Toys’ Sam Unsicker, Ulco’s Don Ullman, Fuse’s Oliver Morris and Creating Unique Toys’ Adam Borton share their insights into the perfect ‘wow’ moment.
Talking Games: From Netflix to MasterChef, all kinds of brands are getting the board game treatment… So what’s the key to designing great licensed games?
In this month’s Talking Games feature, Spin Master’s Dougal Grimes, Peggy Brown Creative Consulting’s Peggy Brown, Open 2 Design’s Matt Burtonwood and Galactic Sneeze’s Sara Farber discuss creating great games based on brands.
Exploring the differences between the two sectors are games designers Scott Rogers and Brett J Gilbert, as well as PlayMonster’s Adam Hocherman and Heayes Design’s Richard Heayes.
RUN DMC, Ferrari and Jurassic Park have all collaborated with pre-school brands. What other adult IP could thrive in this space?
PowerStation Studio US’ Sharon Weisman, The Toy Guy’s Chris Byrne and Alsop Design’s Joe Alsop give us their verdict on the brands ripe for a pre-school collab.
Exactly fifty years ago to the day – April 13, 1970 – Apollo 13 astronauts James A. Lovell and John L. Swigert both said these words to NASA Mission Control. Usually misquoted in the present tense, the sentence marks the start of one of the most extraordinary stories of creativity on or off the face of the planet…
“The aim of this event is always to encourage new designers to think about toy and game design as a future career, and it was great to see so many students enthusiastically getting stuck into the challenge and expressing excitement about our industry,” said Mojo Nation’s Billy Langsworthy.