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Joshua Dallman's Blog
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Joshua has been a game producer and designer since 2004. As an independent developer he has produced four games for his indie game studio, Red Thumb Games including titles published by Big Fish Games, Real Arcade, and Cherry Credits. As a producer for GarageGames for two years, he produced 40 games for the GarageGames Game Store, 12 games for InstantAction, and evaluated hundreds of game submissions, proposals, and pitches. As an independent consultant he has designed 10 games for Luma Arcade, including four mobile phone games, two iPhone games, an Xbox 360 game, and two InstantAction games. He designed social network games for Playdom/Disney as a Studio Lead Designer including work on Social City, Wild Ones, and Tiki Resort. He has designed multiple social games at Digital Chocolate as the lead designer for San Mateo Studios and contributed to their portfolio across the board. He is former head of design at social mobile developer TinyCo, contributing to their #1 top grossing hit Tiny Zoo. He is published in the Thomson Course Technology book Business and Production for Games and is a four time judge of the Independent Game Festival. He is currently a senior social game designer at mobile social developer Z2Live in Seattle.
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Expert Blogs
Social is the Platform: A Designer's Perspective  |
| Posted by Joshua Dallman on Thu, 11 Mar 2010 06:21:00 EST in
Game Design
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| 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  |
| Posted by Joshua Dallman on Sun, 17 May 2009 06:20:00 EDT in
Game Design
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| 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 |
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Game Design in South Africa |
| Posted by Joshua Dallman on Sat, 21 Mar 2009 01:25:00 EDT in
Game Design
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| 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
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Comment In: Talking Copycats with Zynga's Design Chief [Feature - 01/31/2012 - 11:45]
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I'm confused why Zynga sent ... I'm confused why Zynga sent a creative to a banker's party. Zynga's strategy of cloning already successful games is a business strategy, not a game design choice. Here clone this - that's not game design, so why are you talking to a designer. Gamasutra should have been talking to a ... |
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Comment In: Opinion: The End Of The Beginning [News - 12/08/2011 - 03:44]
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For a time, all casual ... For a time, all casual download hidden object games had the same feature set and were played in exactly the same way, with the only differences being the theme, the graphics, and whether you were collecting butterflies or bloody axes. Then the medium evolved from pure hidden object into adventure ... |
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Comment In: Opinion: When The Surprise > The Prize [News - 11/29/2011 - 04:34]
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I couldn't agree more. My ... I couldn't agree more. My perfect example would be Zelda: Ocarina of Time though many afterwards followed the formula too . You're in a dungeon, you see a BIG chest across a room, already the anticipation builds, you navigate to it and it looms huge in front of you as ... |
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Comment In: MIGS 2011: Devs Get Blunt On Best, Worst Parts Of Games Industry [News - 11/01/2011 - 02:40]
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I have heard it, I ... I have heard it, I just hadn't heard it named the Wilhelm Scream before. I just talked to the lead designer of our new project, it's now playing on youtube on a co-worker's computer and everyone's having a ball figuring out where to add it into our game. Thanks Lee ... |
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Comment In: Opinion: Have You Done Your 10,000 Hours? [News - 11/01/2011 - 03:55]
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I used to get that ... I used to get that kind of feeling a lot when I was doing my own indie games using Torque. I always found myself waiting for the garagegames.com guys to develop some new technology they'd been talking about so I could then work on using it for my game. I ... |
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Comment In: Opinion: Save Our History [News - 11/02/2011 - 05:10]
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Especially sad is the deterioration ... Especially sad is the deterioration of arcade games which often have proprietary hardware that makes emulation imperfect. Playing Afterburner on MAME versus playing the real arcade - with flashing cabinet lights, rumble effects, and beefy hands on controls - is like the difference between watching Star Wars on your 4 ... |
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