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Blogs

Joshua Dallman's Blog

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.

Member Blogs

Social is the Platform: A Designer's Perspective  Featured 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.
Read More... | 1 Comments

Designer Postmortem: Porting Marble Blast from XBLA to iPhone  Featured Blogs
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.
Read More... | 4 Comments

Game Design in South Africa
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.
Read More... | 18 Comments

   

Joshua Dallman's Comments

Comment In: Official Statement by the YetiZen CEO on the YetiZen IGDA GDC party [Blog - 03/30/2013 - 11:52]

This is total PR spin ...

This is total PR spin and it 's sad to hear it coming from a woman and using her cultural background as a Kuwaiti to defend her actions. The game industry is very male. It 's also very white. Imagine if the GDC/YetiZen party had scantily clad dancers of both ...

Comment In: The Real Price of Free [Blog - 03/31/2013 - 07:45]

Consider the player costs of ...

Consider the player costs of an iOS F2P download: r n r n- Player must spend time to discover the app most expensive part of transaction r n- Player must spend admin time typing in their password to download r n- Player must spend 3G or WiFi bandwidth to download ...

Comment In: 'I think most game designers really just suck' - Richard Garriott [News - 03/20/2013 - 05:30]

They crave mentorship... The last ...

They crave mentorship... The last thing I would ever tell them is that 'most game designers suck '. Guess what, we all sucked at one point...but we got better, with every failure we got better. r n r nMy mentor did me a favor better than Mr. Garriott is doing ...

Comment In: Redesigning Wild Ones into Playdom's Top Game: A Social Game Design Reboot [Feature - 04/28/2011 - 04:25]

As an update, I want ...

As an update, I want to note that no game prior to Wild Ones nor since have I had such direct control over that working as a team without question produces the best product and is the most enjoyable process. Here I was tasked with being a stand out voice ...

Comment In: Will Flash's new 'premium features' drive game developers away? [News - 03/29/2012 - 06:59]

I see this as an ...

I see this as an attempt to move software as a service from purely consumer facing to more business to business opportunities. The problem is that a lot of indies will get captured in that low 50k net. They should have set it at 100k or 250k to more aptly ...

Comment In: GDC 2012: Ngmoco's Ben Cousins - the death of consoles is already under way [News - 03/07/2012 - 09:52]

Also witness Draw Something at ...

Also witness Draw Something at top of iOS grossing charts. r n r nDraw Something uDraw because: r n r n- Hardware friction: It 's a game on top a platform everyone already has instead of a game on top a platform nobody has and must be purchased the uDraw ...

[More Joshua Dallman Comments]   

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