Joshua has been a professional game designer, producer, and manager for 9 years and specializes in social game design and monetization. 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 their third largest game. 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, Battle Nations, and Metal Storm, 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 Independent Game Festival, and has a decade of prior IT industry experience including SaaS at Microsoft, Sun, and WebTrends.
A discussion on the design shift required to move from traditional thinking about new platforms to the new platform of social games.
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.
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.
[Blog - 11/22/2013 - 09:34]
The result would be to ...
The result would be to disrupt the viral move to virtual communities, at least during certain proscribed times like when children are in school. r n r nIf virtual communities are doing a better job at engaging children than school, maybe education should collaborate with virtual communities instead of compete ...
[News - 11/18/2013 - 02:46]
Outstanding video article with practical ...
Outstanding video article with practical advice to connect to wider audiences than the gaming industry has historically done. Outstanding references. Must-watch for designers, writers, artists, art directors in the industry.
[Blog - 10/22/2013 - 10:25]
Matthew Shafer-Skelton: Yes, I understand ...
Matthew Shafer-Skelton: Yes, I understand that carnival games are physical and mini-games inside of F2P games are virtual, one is delivered by a person in person for real world toys the other is for virtual currency and feeds into a meta-game, and other obvious differences etc. r n r nWhat ...
[Blog - 10/16/2013 - 05:20]
Sorry I missed Panama, the ...
Sorry I missed Panama, the point of online forums like GamaSutra is the free exchange of information amongst professional developers. If you don 't wish to rebuke my assessment, I have to only conclude that there is no rebuke. Vaguely waving towards Marvel Super Hero Squad Online does nothing to ...
[News - 10/16/2013 - 04:29]
[News - 09/25/2013 - 06:08]