Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
July 29, 2015
arrowPress Releases
July 29, 2015
PR Newswire
View All
View All     Submit Event






If you enjoy reading this site, you might also want to check out these UBM Tech sites:


 

Joshua Dallman's Blog

 

Joshua has been a professional game designer, producer, and manager for 11 years and specializes in mobile-social game design and monetization.  He is currently a Creative Director at Glu Mobile.  He was a Design Lead at Zynga and designed the top grossing FarmVille 2: Country Escape.  He was Studio Design Director for Playdom/Disney's largest internal studio by DAU and contributed to the design of the award winning Social City.  He re-designed Playdom game Wild Ones and quadrupled revenue which directly generated millions in revenue and is still among their largest games.  As Head of Design and Production at TinyCo, he directed studio game development and design including top grossing iOS and Android hit Tiny Zoo.  As Senior Game Designer and Monetization Specialist at Z2Live, he designed on top grossing iOS hits Trade Nations and Battle Nations, directly generating millions in revenue.  He designed for Digital Chocolate as a Studio Design Lead and contributed to Millionaire City and other company hits.  He published 40 games for GarageGames, produced 12 games for InstantAction, and designed 10 games for Luma Arcade across mobile, iOS, console, and web.  He is published in the Thomson Course Technology book Business and Production for Games, is a featured author on GamaSutra, a six time judge of the IGF, and has a decade of IT SaaS experience at Microsoft, Sun, and WebTrends.

PUBLISHED GAMES CREDITED (35)

PUBLISHED SOCIAL MOBILE GAMES

  • FarmVille 2: Country Escape ~#10 Top Grossing Hit~
  • CastleVille Legends
  • Battle Nations ~#9 Top Grossing Hit~
  • Trade Nations~#1 Top Grossing Hit~
  • Metal Storm ~#7 Top Grossing Hit~
  • Tiny Zoo ~#3 Top Grossing Hit~
  • Tiny Chef ~#6 Top Grossing Hit~
  • Tiny Nightclub
  • Tap Resort
  • VIP Poker
  • Nitro
  • Metal Storm: Aces

PUBLISHED SOCIAL GAMES

  • Millionaire City ~Top Hit~
  • Zombie Lane
  • Army Attack
  • Millionaire Boss
  • Island God
  • Social City ~Top Hit~
  • Wild Ones
  • Tiki Resort
  • Treetopia

PUBLISHED MOBILE GAMES

  • Marble Blast Mobile
  • Flipt
  • The Harvest
  • Astros Space Race

PUBLISHED MMO GAMES

  • Rev
  • Galcon
  • Lore: Aftermath
  • Zap!
  • Marble Blast Ultra
  • Shelled
  • Shelled Online

PUBLISHED CASUAL GAMES

  • Dragon Hatchery
  • Oddictive
  • Sploidz

All credited as one of the following: Design Lead, Studio Design Lead, Studio Design Director, Head of Design & Production, Game Producer, Sr. Game Designer, or Game Designer

 

Member Blogs

Posted by Joshua Dallman on Thu, 11 Mar 2010 06:21:00 EST in Design
A discussion on the design shift required to move from traditional thinking about new platforms to the new platform of social games.


Posted by Joshua Dallman on Sun, 17 May 2009 06:20:00 EDT in Design
This is the designer's postmortem for Marble Blast Mobile and discusses the game design considerations and challenges that went into porting the XBLA hit game onto the iPhone platform.


Posted by Joshua Dallman on Sat, 21 Mar 2009 01:25:00 EDT in Design
Yesterday I returned home from six months as a game designer in South Africa. I went there looking for job experience, not outback safari adventure, though got both. However, this isn't a travelogue, but an analysis of the game industry in South Africa.



Joshua Dallman's Comments

Comment In: [Blog - 07/20/2015 - 01:37]

4 hours design test would ...

4 hours design test would be fine. 6 would be pushing it. 8 is just ridiculous. It feels disrespectful towards candidates to demand so much of them as just an anonymous submission. Again, if every company did this, it would break the system, and what is wrong if everyone did ...

Comment In: [News - 05/04/2015 - 02:26]

Will Wright just designed several ...

Will Wright just designed several true social games in this thought exercise, where inter-personal social is the platform. r n r nImagine the giant stack of memories sorted according to meaning @11:05 as a 3D database now if these memories were encoded as VR style immersive experiences instead of media-aware ...

Comment In: [News - 04/27/2015 - 05:24]

Online trolls urged trans game ...

Online trolls urged trans game developer Rachel Bryk to jump off a bridge. She did. Bryk, 23, was plagued by chronic pain, which she told friends was a result of rheumatoid arthritis and fibromyalgia. Bryk wrangled with depression. Just days before her death, the online harrassment she had been subjected ...

Comment In: [Blog - 12/27/2014 - 09:11]

F2P vs Premium also typically ...

F2P vs Premium also typically ignores split-monetization schemes like subscriptions because you know, there 's only two ways to buy games, and one of them is wrong.

Comment In: [Blog - 12/24/2014 - 02:03]

Thank you for this fascinating ...

Thank you for this fascinating under-reported piece of video game history. The timeline on your website is amazing I was elated to see indie David Gilbert featured alongside such industry stalwarts as Warren Spector. Very thorough job

Comment In: [Blog - 12/02/2014 - 01:56]

the F2P business model is ...

the F2P business model is always unethical when children are presented with payment options that an adult has not explicitly given prior consent to. r n r nBy that extreme logic then every arcade I ever played and grew up in was by your morality unethical. Every time I chose ...