Interviews
Si digital’s Tom O’Malley on how the digital agency has helped bring innovation to the world of digital in the toy industry
We caught up with Tom O’Mally, Si digital’s head of design, to learn more about the agency’s work in the toy sector, and why the play space has proved to be such a good fit for the company.
Treasure Island designer Marc Paquien on what made Matagot the perfect partner for the game
We caught up with Paquien to learn more about how he started out in game design, and where the idea for his Treasure Island game came from.
Hasbro’s Brian Wilk on bringing voice-tech to Monopoly in Monopoly Voice Banking
Brian Wilk, VP of Product Development at Hasbro, shares details of the challenges in infusing voice technology into Monopoly.
Kate Gibson on how Gibsons’ relationship with the inventor community has evolved over the firm’s 100-year history
We caught up with Gibsons MD, Kate Gibson, to find out more about the history of the company, and how the firm’s relationship with the inventor community has blossomed over the years.
Phil Walker-Harding on the point-and-click influences behind his new Adventure Game series
We caught up with Walker-Harding to learn more about the inspiration behind the new series, and how they differ from the play experiences of previous ‘escape room’ games.
Don’t Step In It co-designer Bob Driscoll on how his collaborations with Don Ullman “make an already fun job even more fun”
We caught up with Driscoll to find out more about the origins of Don’t Step In It and learn why the collaborative design process between him and Ullman has proved so successful.
Farm Rescue designer Harris Tsagas on Greece’s blossoming game design scene
We caught up with Tsagas to learn more about the origins of Farm Rescue – his first published game – and why he feels optimistic about the game design scene in Greece.
LEGO designer Justin Ramsden on giving Stranger Things the brick treatment
We caught up with Ramsden to learn more about how he approaches design at LEGO, and what went into bringing the world of Stranger Things to life in bricks.
Tonies co-creator Patric Faßbender on the origins of his playful, screen-free audio device for kids
We caught up Faßbender to learn more about where the idea came from, and what the future holds for the Tonies brand.
From Othello to Nerf Ping Pong, Fireball Island to Timber Tots, Patti and Jonathan Becker on the million-dollar question: How do you know a great product when you see one?
We caught up with Patti to learn more about the origins of Anjar and Becker Associates, get the low-down on some of their recent success stories and find out exactly when they know they’ve discovered something special.