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Joshua Dallman's Blog   Expert Blogs

 

Joshua has been a professional game designer, producer, and monetization expert for 11 years and specializes in next-gen mobile-social game design and monetization.  He is currently a Creative Director at Glu Mobile.

- He designed two new games at Zynga including the Top 10 Grossing, Apple and Google Games of the Year title FarmVille 2: Country Escape.

- He was Design Director for Playdom/Disney's largest internal studio by DAU, oversaw all studio design, re-designed Wild Ones thereby quadrupling its revenue, and contributed to the design of Social Game of the Year 2010, Social City.

- As Head of Design and Production at TinyCo, he directed studio game development and design including on top grossing mobile-social hits Tiny Zoo and Tiny Chef.

- As Senior Game Designer and Monetization Specialist at Z2Live, he designed on top grossing mobile-social hits Trade Nations and Battle Nations, directly generating millions in revenue.

- He designed for Digital Chocolate as a Studio Design Lead and contributed to the social game mega-hit 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.

Joshua is published in the Thomson Course Technology book Business and Production for Games, is a six time judge of the IGF, a featured author on Gamasutra, and has a decade of prior SaaS experience at Microsoft, Sun, and WebTrends.

- Game Reel: https://www.youtube.com/watch?v=gTLUxP8vVcA

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

 

Expert Blogs

Methodology for designing social and mobile/social games starting with accessibility and covering every point from download to monetization


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 - 07/09/2015 - 02:22]

ALL game developers should be ...

ALL game developers should be versed in these metrics. r n r nWhen developing a single player, offline, box product game, insert markers into your alpha and beta to report play metrics back to your studio. Then you can track how many people play your game versus just download it, ...

Comment In: [Blog - 08/05/2015 - 01:39]

Social game - game designed ...

Social game - game designed specifically for and played on social networks such as Facebook, whose genre popularity has now expanded to mobile, in the form of popular games such as Hay Day, Clash of Clans, Kim Kardashian: Hollywood, Jurassic World: The Game, The Sims FreePlay, SimCity BuildIt, Criminal Case, ...

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.