Interviews

Mattel’s Kim Culmone on how the ever-evolving voice of the consumer fuels innovation for Barbie

We caught up with Culmone to learn more about her history in the design space, what steers the design direction of the Barbie brand and what makes the toy icon such a rich space for a designer to work in.

Thomas Quigley on the launch of his new Manchester-based product design consultancy, Thinkbot

We caught up with Quigley to learn more about his history in the design space and what he wants to bring to the toy industry with Thinkbot.

Making Things’ Fi Murray on how travel, surfing and meeting new people help fuel her creativity

We caught up with Murray to find out more about her approach to design, what Making Things can offer toy firms and why Southsea, Portsmouth is a hub of creativity.

Wow! Stuff’s Richard North on the design process behind the firm’s new Wizarding World line

Wow! Stuff CEO Richard North discusses the launch of a new collection of interactive Wizarding World products hitting shelves this summer.

HTI’s Lee Glickman on the firm’s dynamic approach to design

We caught up with HTI’s head of UK design, Lee Glickman, to find out more about the firm’s design process and why he feels it’s an exciting time to be a toy creator.

Magnus Rytterstam and Sebbe Berglund on the origins of their new throwing game, Dosa

We caught up with Rytterstam and Berglund to find out more about the origins of Dosa and why Tactic was the perfect partner to bring the concept to market.

Gutterhead Games’ Zak Walton on creativity and competition in the adult party games space

We caught up with Zak Walton to find out more about his journey with Gutterhead to date, and what to expect from Gutterhead Games’ upcoming title, Trunk of Drunk.

Ginger Fox’s Deanne Owen on giving Love Island the party game treatment

We caught up with Deanne Owen, senior designer at Ginger Fox, to learn more about the firm’s approach to game design and why Love Island was a great fit for the firm’s design team.

Plum’s Paul Schaffer on bringing innovation to the outdoor play space

We caught up with Plum’s commercial director, Paul Schaffer, to find out more about the company’s approach to design.

Worlds Apart’s James Austin-Smith on the origins of its pioneering plush concept, Scruff-a-Luvs

The transformation aspect to Scuff-a-Luvs is so complex that Worlds Apart had to design and build a custom manufacturing process, as no one had done this with plush before.

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