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Best Toy Design (0-2 years) 2017 | Junior Design Awards

Revealing the WINNERS of this year's Junior Design Awards...

Posted: 1 August 2017
by Bonita Turner
Best Toy Design (0-2 years) 2017 |  Junior Design Awards

Junior Design Awards 2017 for Best Toy Design (0-2 years)

Exploring the world though gentle play or even just chewing on something wonderfully textured is all part of the fun of being a toddler.

We've tried and tested all the entries in this categories (we might have done some nibbling too) to bring you the best baby toys and teethers out there.

  

Best Toy Design (0-2 years) 2017 |  Junior Design Awards

THE PLATINUM AWARD FOR BEST TOY DESIGN (0-2 YEARS) IS... UKI.BE TEETHERS

When Gillian Bennett couldn't find a teether that she liked for her daughter Suki, she decided to make her own so Uki.be teethers was born.

Having come up with a textured, BPA free, easy to clean range of shapes in different soothing colours that appeal to both babies and parents, we think she hit the nail on the head or should we say the tooth on the teether.

Made from food grade silicone that can be popped in the dishwasher or a steriliser, these soft yet resilient shapes give teething babies something satisfying to chew and are easy to grasp and hold onto. Smooth on one side and textured on the other, they are great for massaging tender gums and can even be cooled in the fridge for extra relief. 

Junior Editor Bonita said, 'It ever there was a teether that was beautiful in terms of design - then this is it!"

  

Best Toy Design (0-2 years) 2017 |  Junior Design Awards

Best Toy Design (0-2 years) 2017 |  Junior Design Awards

Best Toy Design (0-2 years) 2017 |  Junior Design Awards

THE GOLD AWARD FOR BEST TOY DESIGN (0-2 YEARS) IS... NAUTICAL NESTING CUBES BY FROM BABIES WITH LOVE

The Instagram addict in us was immediately drawn to these incredibly photogenic Nautical Nesting Cubes that bring a lovely burst of rainbow colour into any room.

The graphics and fonts are designed to be visually engaging for babies and stimulating for older children who will love stacking and sorting these cubes. Far from just pretty shelf candy, these blocks are not only educational but 100% of the profits made from their sale go to orphaned and abandoned children around the world. 

Brand founder Cecilia Crossley told us "When I became a parent, my concern for the welfare of children deepened, and I realised that parents everywhere experience the same emotions – you never watch a children’s charity advert with the same eyes ever again. I was out shopping when I thought, what if I could buy beautiful baby products and help children in need at the same time? That would speak to these emotions and make me feel great. And so From Babies with Love was born."

We cannot think of a more worthy recipient on any level. Can you?

Junior Design judge and fashion editor Sarah Clark from Little Spree "Love this Brand."

  

Best Toy Design (0-2 years) 2017 |  Junior Design Awards

Best Toy Design (0-2 years) 2017 |  Junior Design Awards

Best Toy Design (0-2 years) 2017 |  Junior Design Awards

THE JOINT SILVER AWARD FOR BEST TOY DESIGN (0-2 YEARS) IS... NUMBER TRAIN BY LEGO DUPLO

The bright and tactile quality of LEGO Duplo has been keeping small children entertained since 1969! Still fresh after all these years, these toys provide endless fun and building possibilities and are the perfect size for toddler mitts.

This Number Train is a great way to engage your little one with play and early number recognition, the numbered carriages encouraging them to count out loud and become familiar with the bold number shapes.

The friendly boy and girls figures and their pet cat are great for encouraging role play and kids will love popping them inside and on top of the train for a mini journey.

  

Best Toy Design (0-2 years) 2017 |  Junior Design Awards

Best Toy Design (0-2 years) 2017 |  Junior Design Awards

THE JOINT SILVER AWARD FOR BEST TOY DESIGN (0-2 YEARS) IS... GEARS & COGS BUSY BEE LEARNING BY PETILOU

If babies are half as mesmerised by this amazing set of moving Gears and Cogs by Petilou as our judges then this toy is definitely a must-buy.

Designed for little hands to explore and discover the cause and effect of turning any one of the three bumble bee handles that make all the cogs turn on this beautifully painted wooden board, this toy is the perfect balance of aesthetics fun and development.

Supporting cognitive development and colour recognition in children and keeping parents entertained too, this is a great new toy to the market and ideal for babies aged 12 months onwards.

  

Best Toy Design (0-2 years) 2017 |  Junior Design Awards

Best Toy Design (0-2 years) 2017 |  Junior Design Awards

THE BRONZE AWARD FOR BEST TOY DESIGN (0-2 YEARS) IS... MATCHSTICK MONKEY TEETHING TOY

Mums really do know best when it comes to what their babies need so when Katie Windridge was frustrated by the lack of teethers that really hit the spot she decided to develop her own.

The Matchstick Monkey is a cute little fella who is easy to hold, 100% BPA free and helps to ease teething pain from 3 months to 3 years. What sets this apart from other teethers is the specially designed bumps on the back of the monkey's head which help deliver teething gels or granules right to the source of the teething pain without getting diluted by saliva.

The shape of the teether also means that it can pass through the front teeth and give relief to the painful back and side gums that most teethers just can't get to.

  

Best Toy Design (0-2 years) 2017 |  Junior Design Awards

Best Toy Design (0-2 years) 2017 |  Junior Design Awards

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If you look at the globe, you immediately notice how wrong geographically the countries are located. For example, why is Japan so far from Europe? If they were closer to each other, so many interesting stories could be born ...

The developers from Ubisoft decided to correct this misunderstanding. They took three original military cultures, mixed them in a fictitious fantasy cocktail and invited us to admire the cloven knights, samurai and Vikings. It does not matter how crazy it sounds - the very idea of ​​such a confrontation is so infantile-attractive that For Honor fell in love with many in absentia.

Fireboy & Watergirl - When the first mission begins and we witness a damn spectacular siege of the castle, the mouth opens with amazement. Get used to - in the campaign there will be a lot of epic, excellent clips on the game engine, a good production with pleasant offscreen voices. For Honor looks amazing, and seeing a fairly large number of characters in the frame, pleasantly surprised by the lack of hints for the fall of fps. Love "by the eyes" turns into love "at first sight."

Knightly valor, the fierce fury of the Vikings and the samurai part - the atmosphere of the game rests on these three pillars, and it is transmitted magnificently. Character characters fully correspond to the mentality of their peoples. You storm through the first missions, admiring everything around: a colorful setting, brutality of heroes and the richness of extras that flies from your sword like grass under a lawn mower. Their business is small - to create an atmosphere, and with this they cope: the battlefield is strewn with fighting fighters, screams everywhere, the sound of metal ...

Puppy delight passes very soon. In the storyline, we will consistently be given a chance to play for each of the three factions. The chapters are connected by a single story line, which narrates about the expansion of a certain Legion of the Black Stone. To delve into the essence of what is happening bothers you pretty quickly - you immediately understand that you will not wait for any scenario revelations from the plot. Then the gameplay gets bored - beyond the tasks like "go there, kill that", a single For Honor campaign does not go.

Fireboy & Watergirl You pass the game not for the sake of plot and entertainment, but for mastering the original skills of fighting. As in any Battlefield, here everything is focused on the preparation for network battles. And like the developers are well aware of the "training" status of the campaign, but, on the other hand, for some reason they stretch it with the help of quite tedious entertainments like shooting from a ballista or unhurried accompaniment of a battering ram.

Posted: 25/04/2018 at 12:24

The battle looks very impressive and varied. Swordsmen cross blades, burglars with a two-handed weapon will ram the rivals, blood bleeds from the wounds, heads flew from the shoulders ... There are enough brutality in the frame, there are a lot of animations, and they join each other beautifully, without leaving visual jumps between the beats.

But most importantly, at the level of mechanics and the perception of the process, the creation of Ubisoft also does not sink at all. Battles are really felt by battles, and not by conditional "zaklikivaniyami" opponents - lying on the keyboard and mouse hands literally feel the weight of the sword.

All this is not just a metaphorical talk. Developers managed to make a kind of breakthrough in the genre: such a rich mechanics of battles with cold weapons, which includes a lot of different strokes and combinations, has not yet been created by anyone. You can imagine how difficult it is to realize an intelligent melee system. After all, this fencing has thousands of nuances, which simply can not be reduced to a couple of schematic techniques.

At the heart of the battle system For Honor is similar to Chivalrymechanics: blows are applied and blocked in three directions. A moment before the attack, a red indicator appears next to the opponent, suggesting which side to defend. Timing balances to the brink of human reaction capabilities. A separate lunge to repel is not difficult, but when attacks are piled in batches, and the enemy tries in every possible way to disguise movements, the most interesting begins. The key to winning the battle is both the user's experience and his personal qualities, such as reaction and the ability to act unpredictably.

There are powerful and weak blows, of which combinations are built. However, this central principle is so strongly masked by a multitude of additional features, such as penetration protection, fatigue, parry, that the battle is no longer felt as a sequence of attacks and blocks. You improvise, try to feel the opponent, his style, use different tactics. All this occurs in the heat of the dynamic cutting and is accompanied by bursts of adrenaline.

Of course, it's worth talking about the reverse side of this realism: For Honor is very demanding to the player, and before you achieve a sense of freedom in the battle and start winning regularly, you will need to spend a long time honing the skills of the chosen hero.

And there are twelve of them - four heroes per faction. Forget about the classic distribution of roles like "support" and "kerry": each class is self-sufficient and is intended solely for stuffing all living things. Vanguard, defender, killer and hybrid differ from each other in fighting style - for example, murderers are more nimble, and defenders rely on powerful blows.

It is important that, although the characters from one class of each faction have something in common, generally they have enough visual and combat differences to be perceived as unique characters. Each of the warriors has its own set of combinations. They are not so many (seven to ten), but you can study aspects of even one soldier for a long time.

Even the ways of fighting with one hero from different users can differ. Someone is betting on strong defense and counter-attacks, someone - for a quick launch of the regime of rage, someone - for the preservation of endurance and a grueling battle. The ability to so painstakingly adapt each character to their needs is provided by a "customization" system. After the match is over, we receive gifts - in-game Fireboy & Watergirl currency, experience, and wardrobe items. Each little thing gives an increase to one parameter, but reduces the other. So, you can create a very hardy fighter, but with weak attacks. Or increase the speed of resurrect

Posted: 25/04/2018 at 12:26

Released in 2014, the year Sniper Elite III was a mediocre action game http://www.friv5online.com/fireboy-watergirl-ep-1.html, the potential of which the developers could not fully disclose because of the release on two generations of consoles. In the game about a sniper, using a rifle was not very convenient because of the inappropriate design of locations, so often you had to move stealthily from one point to another, eliminating soldiers with a pistol. From the fourth part, they expected at least some qualitative changes, and as a result, the authors managed to make, I'm not afraid of this word, the best game in the series.

Posted: 25/04/2018 at 12:30

True, it's still not worth to start it for the sake of the plot. As before, screensavers and other videos can be missed without a twinge of conscience, to immediately get to the next mission. The main character again becomes Karl Fairburn - a professional sniper, a sapper, an artisan with a couple of shots to undermine the tanks and generally a full-time master. If in the third part he visited Africa, now he is in Italy in the middle of the Second World War. Its purpose is to destroy the weapons that the Nazis have taken over and which is capable of multiplying the forces of the Hitlerite coalition.

Despite the attempts of writers to somehow interest the player, you will not pay attention to the story. Characters uninteresting and cliched, facial animation leaves much to be desired, and tragic episodes cause only laughter. Perhaps, by the seventh or eighth part we will get a decent storyline, but it is unlikely to happen - the better in the series of gameplay, the more difficult it is to build around it the appropriate story. Still, the hero alone destroys hundreds of soldiers and remains unnoticed - how is this adequately explained in the framework of the Fireboy & Watergirl Second World War?

But the PlayStation 3 and Xbox 360 no longer limited the authors, so they made truly huge locations, each of which several times exceeds the area of ​​African maps from Sniper Elite III. In addition, they are diverse - you'll find yourself in the forest, then in snow-covered terrain, then in a bright Italian town. Before starting a mission, almost always Karl is close to colleagues and takes side tasks, and then goes to the right place and is free to do whatever his heart desires.

The main missions in the campaign are only eight, which at first seems a ridiculous figure, but taking into account additional tasks, each can take from one to one and a half hours. Especially if you try to pass everything as secretly as possible, without raising the alarm and not giving out your location. And if earlier it was difficult, since Karla's opponents who had noticed panic and called almost all the detachments in the district, now you can just run away to the other end of the map and do something else until they calm down.

Posted: 25/04/2018 at 12:34

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