I am the game designer and a co-founder of The Voxel Agents, an independent iPhone developer in Melbourne. Having the opportunity to develop original games from scratch makes this a very exciting time in my game design career!
Before relocating to Melbourne I worked for 2 years as a game designer at Halfbrick Studios, Brisbane, where my latest title was "Avatar: Into the Inferno" - a game for Nintendo DS. In this role I gained significant experience working with publishers and designing licensed titles.
Recently, I was the game designer of the winning team SIF90 in the 48 Hour Game Making Competition 2008. Prior to this, I completed a 4-year double degree in IT/CommDesign ("the games degree") from Queensland University of Technology. As an under-graduate I gained invaluable experience working on Alternate Reality Games and research initiatives, and had 2 papers published before my graduation (including "Best Paper in CyberGames 2006").

I worked in a two-person design team from pre-production to gold master. My design responsibilities were critical and varied, covering every aspect of game design, including:
So far the game has received some very positive reviews:
"[...] the best handheld Avatar game and the best version of this sequel, which is definitely worth playing."
"[...] a fun and creative game that's easy to pick up and play."
Score: 8 / 10 by gamezone.com.
"Into the Inferno has some of the best puzzles, and game play I have played in a long time."
"The team work of splitting the two players to get through these puzzles show an amazing intelligent design."
Score: 84% by familyfriendlygaming.com.
"It not only performs competently in everything
it advertises, including its little beach volleyball mini-game, but it also
presents some moments of outstanding puzzle-solving adventure and an overall
excellent set of controls to tie everything into a bundle as neat as the show."
"Into the Inferno is the best darn licensed game
you could possibly hope for. Just about everything is done right here,
and Avatar fans will be pleased no matter what. Give it a go!"
Score: 7.8 / 10 by worthplaying.com.
*I was not involved in the design of this game.
This project gave me exposure to and familiarity with the Sony PSP hardware and production pipeline. I ported and updated the mission briefings that appear before each mission. I took existing flash files, reworked them into a manageable formula and built a process so that we could continue to easily update them as the changing specifications came through the wire.
I was the game designer of the SIF90 team in the 48 Hour Game Making Competition. We made Melonaut in response to the three keywords; watermelon, astronaut and summertime. We made the entire game, from conception to completion, in 48 hours.
"Best Game - Melonaut by SIF 90. Fantastic on all criteria - very well scoped for the time, really original use of seasons, and fun to play"
Judges: John Passfield (Pandemic), Yahtzee Crowshaw (Zero Punctuation), Gordon Moyes (Krome Studios) and Jackie Turnure (Hoodlum)
As the only designer in the team, I directed the team through the creative process of concept development. We followed an iterative and collaborative process: We wrote down all the things that came to mind when thinking of each word, then chose from the list the most useful for gameplay. We hit ideas around, chose the best one and started building. I focused the team on getting a prototype as quickly as possible, and once we had it, I kept the team focused on building incrementally till we had a fun playable. On the second night, we wrote a 'tweak list' and spent the last 12 hours polishing.
SIF90 team: Simon Joslin (design), Tom Killen (code), Szevvy (code), Matt Clark (code), Jon McEwan (code) and Joe Gatling (art).
Scholarships: QUT Vacation Research Scholarship Scheme 2006
Awards: Best Paper in CyberGames 2006
Presented at: CGIE2006
Published in: ACM
Quote from the Research Students Centre magazine:
"Simon Joslin, a final year student in IF90 B CI (COM DESIGN)/B INF TECH received a best paper award from CGIE 2006. The paper was titled Modelling Quest Data for Game Designers. Simon has been asked to submit the paper to the ACMIE journal. Simon was a vacation scholarship student and, according to his supervisors, wrote the paper with little help from them (Ross Brown and Penny Drennan). Congratulations, Simon!"
In 2006 I participated again in the design and production of games for Scoot 2006, a location based game (LBG). Scoot ran over five Melbourne sites including the Museum, ACMI and NGV. This time round, I designed and implemented two games; an augmented reality game (ARG) and a multiple site game that brought participants together in a multiplayer challenge.
The first game shown to the right is Balloon Slam, players throw a ball at the balloons projected on the wall. The more they hit the more points they get.
The second game is a multisite multiplayer competitive game where the two teams are connected by video stream and attempt to outdo each other in a simple timing game.
In 2004 I designed three virtual games to compliment SCOOT 2004, a location based game (LBG). The three games were my first foray into designing and programming flash games in a professional context. I worked nonstop to turn out three games in one month, including art, design and code.
Although I would design these games differently now, they showcase my ability to produce something different and that even as an inexperienced designer I possessed designer sensibility.
Thanks for viewing my game design folio. I hope you liked it.
You can also see my Adobe Flash programming and authoring work on my Adobe Flash Folio.
Simon Joslin • mob: 0400 122 588 • 