Interviews

Emma May talks Kickstarter, creativity and what’s next for her card game series, Quirk!

We caught up with May to learn more about her journey to date with Quirk!, and how an online hub for the game is in the pipeline.

Blockbuster’s back! Big Potato’s Tristan Hyatt-Williams on resurrecting the video rental store for its latest party game

We caught up with Big Potato’s Tristan Hyatt-Williams to find out why people are excited about the return of Blockbuster (even if only in party game form).

Adam Hollywood sheds light on the origins of his music streaming party game, MusoDJ

We caught up with Hollywood to find out more about the origins of the game, and learn how the tabletop space compares with the industry he has spent most of his career in: the music business.

JUNKO creator Pete Rope on his eco-friendly toy that turns ‘junk’ into playthings

We caught up Rope to learn more about his journey to date with JUNKO, and what’s next for his eco-friendly toy brand.

Zuru’s Adam Woods on disruption, creativity and booty-shaking llamas

We caught up with Zuru’s creative director, Adam Woods, to discuss the origins of Boppi the Booty Shaking Llama, as well as delve into the firm’s ‘bold and disruptive’ creative culture.

TinkerTini’s Trina McFarland on a career in the frontline of the toy industry: Inventor Relations

We caught up with McFarland to find out more about her approach to Inventor Relations and how she assesses the state of creativity in the industry at present.

Brett Klisch on why this year’s Creative Factor at US Toy Fair is set to be the best yet

We caught up with Klisch to find out more about his history in design and where the idea for Creative Factor first came from.

Spin Master’s Nick Metzler on game development, working with licences and the advice he’d give budding designers

We caught up with Metzler to learn more about his approach to game design, and how he looks to build his games around the emotional experience he wants players to have.

Hub Games’ Michael Fox on bringing an emotional experience to the tabletop with Holding On: The Troubled Life of Billy Kerr

We caught up Holding On’s co-designer, Michael Fox, to learn more about the origins of the game and how the idea for a more ‘emotional’ style of gameplay presented itself in the design process.

Reach Robotics’ Silas Adekunle on why MekaMon V2 is “so much more than an RC robot”

Reach Robotics CEO Silas Adekunle sheds light on the development process behind MekaMon V2, and what the future holds for Reach’s platform for play, experimentation and learning.

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