Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
April 23, 2014
arrowPress Releases
April 23, 2014
PR Newswire
View All





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


 

Joshua Dallman's Blog

 

Joshua has been a professional game designer, producer, and manager for 10 years and specializes in mobile-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 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 seven time judge of the IGF, and has a decade of IT SaaS experience at Microsoft, Sun, and WebTrends.  He is currently a Design Lead at Zynga.

 

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: [News - 01/20/2014 - 03:34]

Official statement: We have trademarked ...

Official statement: We have trademarked the word 'CANDY ' in the EU, as our IP is constantly being infringed and we have to enforce our rights and to protect our players from confusion. r n r n Plain-spoken Translation: We had to do this the lawyers made us . r ...

Comment In: [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 ...

Comment In: [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.

Comment In: [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 ...

Comment In: [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 ...

Comment In: [News - 10/16/2013 - 04:29]

Good process makes good product. ...

Good process makes good product. Kaizen not crunch.