Josh
Tulleners


Game
Developer
Portfolio
Bluey's Quest for the Gold Pen
Fruit Ninja Classic+
Collosatron: Cosmic Crisis
Cluck Cluck Boom!

Hi! I'm Josh
I am a Technical Game Designer with over 4 years of industry experience in game development. While working at Halfbrick Studios, I contributed to many published titles including Bluey's Quest for the Gold Pen and Fruit Ninja Classic.
Get in touch!
Feel free to reach out if you want to chat!
Skills and Experience
Game Design
• Game Design
• Rapid Prototyping
• Game Feel
• UI / UX Design
• Economy design and balancing
• Designing for Mobile, PC and Console platforms
Programming
• Unity Engine
• C# Programming
• Python Programming
• Designer and debug tools
• NPC and AI gameplay behaviours
• Performance and build optimisation
Art
• Shader Creation - visual editors and HLSL
• Proficient in Blender and Maya
• Modelling and sculpting
• Unwrapping and texturing
• Rigging and animation
• Asset optimisation
Bluey's Quest
For the Gold Pen

Bluey’s Quest is a puzzle adventure game spanning 10 open world levels. Using accessible action-based mechanics to pose simple puzzles and challenges for young players to overcome. Play now on: iOS, MacOS, PC, PlayStation, Xbox, and Nintendo Switch
My Contribution
On Bluey’s Quest, I designed and developed mechanics, gameplay, and systems across the entire game. I was responsible for prototyping core player mechanics and expanding the gameplay by creating innovative gimmicks and obstacles that challenged players to use mechanics in exciting ways. Additionally, I designed quests and puzzle areas that combined mechanics and gameplay systems to create engaging play spaces for the game’s nine levels.I refined gameplay through tuning game feel on a mechanical level as well as collaborating closely with artists and audio engineers to implement final models, shaders and audio, ensuring every gameplay element met a high standard for visual communication and clarity. This iterative approach resulted in a well-crafted and polished game as evidenced by fantastic player and critical reviews.
Screenshots and Videos
Skills and Experience
Game Design
• Prototyped the game from the ground up, which involved a wide exploration phase before narrowing our design focus through shaping, squeezing and combining mechanics.
• Rapid prototyping and building
• Designing for Mobile, PC and Console platforms
Programming
• Implemented mechanics and gameplay
• Programmed systems such as: save system, dialogue system, level progression system
• Tools and debug utilities for designers and artists
• Created in-game map system, including shader for fog of war mechanic
• Unity Engine
• C# Programming
Leadership
Seconded as Team Lead for 1 month period
• Organised the team and conducted Agile and Scrum meetings, as well as one-on-ones (O3s)Mentored a team member new to game development
• Provided feedback on designs
• Taught basics of C# programming and Unity Engine usage
• Conducted code reviews with team member
Reviews
App Store - 4.6

Google Play Store - 4.5

"...a classic adventure game in which Bluey and Bingo chase their impish dad... The game’s design rewards curiosity and exploration" - The Guardian
"...an imaginative setting, with solid game mechanics underpinning it," - GameSpot
"... the art is fantastic, the writing is sharp, and the puzzles are fun." - CrossPlay
“Bluey’s Quest for the Gold Pen is one of those mobile games you pick up expecting a quick, harmless distraction, and then realise you’ve been smiling at your phone for half an hour.” - CGMagazine
Fruit Ninja
Classic

Fruit Ninja Classic+
Fruit Ninja Classic
Fruit Ninja Classic is the original fruit slicing arcade game, brought back with all new content and events! Slice fruit, don’t slice bombs – that is all you need to know to get started as a Fruit Ninja! Play now on iOS and Android!
My Contribution
On Fruit Ninja Classic, I drove improved retention on the Apple Arcade title by building and improving features using my skills in systems and UI /UX design. I designed and implemented new mechanics to increase player engagement including: an XP leveling system, weekly leaderboards, achievements, and monthly seasonal events. These updates resulted in significant upticks in user engagement and Apple Arcade sessions – resulting in financial success.Due to the success of the game on Apple Arcade, my team and I were also tasked with porting the game to the Halfbrick+ subscription platform. This process involved implementing backend functionality and SDKs for Firebase, Helpshift, Playfab, Apple GameKit and more. These efforts resulted in Fruit Ninja Classic becoming the most played game on the Halfbrick+ service.
Screenshots and Videos
Collosatron:
Cosmic Crisis

Based on the Collosatron IP, the mega monster returns in a hectic shoot-em-up showdown against some mighty angry aliens!In this on-rails shoot-em-up game you are tasked with clearing waves on enemies in each level.Dodge incoming attacks and power up your weaponry by choosing upgrades at the end of a wave. Play now on iOS and Android!
My Contribution
While working on Colossatron: Cosmic Crisis, I worked as one of two game designers tasked with creating levels for the game. During this two month period, I paper prototyped many unique levels and implemented the most engaging designs into the game. Additionally, I designed AI behaviour and patterns, and improved the mechanics game feel.
Screenshots and videos
Cluck Cluck
Boom!

Cluck Cluck Boom is a multiplayer arena battle game where players win points by pushing their opponents into lava.Equipped with a ray gun you can turn opponents into chickens! Dispatch your chicken opponents by using your ray gun to blow them off the edge of the arena into the lava! Watch out! Chickens can defend themselves by laying powerful bombs that can blast you into the lava! When the time is up, the player with the most points is crowned the winner!This unpublished prototype was made for a game jam, and built to be played on iOS and Android devices.
My Contribution
For Cluck Cluck Boom, I pitched, formed, and lead a five person team to create a playable vertical slice that was demostrated in front of the company at the end of the week-long game jam period. Additional to leading the team, I was the primary game designer and aided the programmer with implementing features including multiplayer network and physics code.
Screenshots and videos
Skills and Experience
Team Lead
• Pitched the game to the company
• Formed a team
• Managed team members
• Assigned work to best utilise each team member's skills and abilities
• Gave constructive feedback to programmers, designer and artists
• Provided art direction to artists
Game Design
• Designing mechanics and functionality
• Rapid prototyping and building
• Pivoting mechanics from their original concept to meet deadlines
• Designing UI for a multiplayer experience
• Designing for Mobile platforms
Programming
• Implemented network code using Photon Fusion
• Wrote performant networked physics code that allowed the game to play smoothly
• Unity Engine
• C# Programming























