Interviews

UK Games Expo director Richard Denning on how the show has become a must-attend event for designers

We spoke with convention director Richard Denning about the evolution of show’s engagement with designers.

When I Dream creator Chris Darsaklis on bringing sleep masks to board games

We caught up with Darsaklis to find out more about the origins of When I Dream, and what we can expect from him next.

Chuck Kennedy, co-creator of the original Fireball Island, on the big screen inspiration behind the classic game

With Restoration Games’ revamped version of the game having just made $2.8m on Kickstarter, we decided to check in with the co-creator of the original Fireball Island, Chuck Kennedy.

Jacob Jaskov on bringing something totally unique to the tabletop in Fog of Love

Fog of Love has been hailed as a breath of fresh air to the tabletop scene, but when you look at designer Jacob Jaskov’s history as a pioneer in the world of innovation, it’s no surprise.

Ken Gruhl and Quentin Weir on the origins of their fast-paced party game, Happy Salmon

We caught up with Gruhl and Weir to learn more about how they split design duties on a game, and find out more about the latest addition to the Happy Salmon family: Funky Chicken.

Graeme Fraser-Bell on following Accentuate with his new word game of the elements, FReNeTiC

We caught up with Fraser-Bell to find out more about where the idea for FReNeTiC came from, and what he learnt from the design process behind Accentuate that informed the development of his new game.

Wynne-Jones IP’s Victor Caddy on Brexit, copycats and legal jargon

With Brexit set to have an enormous effect on IP protection, Wynne-Jones IP’s Victor Caddy explains how inventors in this industry can best protect their concepts, their brands and their product’s future.

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.

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