John Bell reveals what makes a great licensed board-game title for the mighty Buffalo Games
Product developer at Buffalo Games, John Bell, discusses how Tetris became a multiplayer, tabletop title.
Rebecca Bleau and Nicholas Cravotta on creating The Queen’s Gambit board game
The founders of Bluematter Games reveal how – and where – they generate licensed games ideas.
Ian Smith, of Wigwam Studios, on creating trend guides in the world of character-licensing
How Wigwam Studios helps toy and content companies create trend guides that matter.
The BBC’s Creative Producer, Live Entertainment, Jeff Parker, on making Doctor Who: Time Fracture a reality
Creative Producer Jeff Parker discusses the scale of the epic brand extension: Doctor Who: Time Fracture
Vacasa’s Tracy Pogrelis discusses the rhyme and reason behind their Dr. Seuss-based vacation cave
How the cave from ‘How the Grinch Stole Christmas’ became a real-life holiday home!
Time Bomb Comics passes Kickstarter goal for Gerry Anderson anthology
The anthology features three new comics set in worlds created by Gerry Anderson: New Captain Scarlet, Space Precinct and Terrahawks.
Carrera-Revell’s President, Frank Tiessen, on history, creativity, licensing and more
Frank Tiessen discusses Carrera-Revell’s slot-car-racing products, licences – and team!
What does the Science Museum look for in its licensed gifts? Gemma Woodward reveals all
The Science Museum’s Senior Partnerships Manager, Gemma Woodward, on partners, product and more.
PLAYMOBIL’s Managing Director Mark Foster on how licences can open up new worlds
Mark Foster discusses PLAYMOBIL’s plans, brands and feedback from fans
Ian Smith chats about what Wigwam Studios brings to character brands, products and more
We ask managing director and co-owner of Wigwam Studios, Ian Smith, what keeps him creative…