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Gamasutra Member Blogs: From game design phases to the state of Android
Gamasutra Member Blogs: From game design phases to the state of Android
October 31, 2012 | By Eric Caoili

October 31, 2012 | By Eric Caoili
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In highlights from Gamasutra's Member Blogs, our bloggers write about diverse topics, such as the state of Android gaming, the personalities of game design phases, getting to the point of points ing ames, and more.

Member Blogs can be maintained by any registered Gamasutra user, while invitation-only Expert Blogs -- also highlighted weekly -- are written by selected development professionals.

We hope that our blog sections can provide useful and interesting viewpoints on our industry. For more information, check out the official posting guidelines.

This Week's Standout Member Blogs

My game design phases have personalities
(Tony Oakden)

Tony Oakden has been thinking about the different phases in the design process he follows when designing games. He thinks it's possible to think of each phase in the process as a person with a different personality.

The future Hitman game, on a post-it: Square Enix Montreal
(Karsten Lund)

Karsten Lund says there is a unique creative buzz in the temporary office space of Square Enix Montreal -- the team is dreaming about the future of gaming and working on the first Hitman game to be built outside of Copenhagen.

The state of Android gaming – Past, present, and future
(Matt Haggerty)

Matt Haggerty discusses the state of Android gaming from 2007 through present. He covers hardware, software, the evolution of games, and social mobile gaming platforms. He also has speculates about the future of Android gaming and mobile gaming in general.

Getting to the point of points in games
(Natalie Golub)

Points have always been an important part of games. Natalie Golub says they can serve as a tangible way to measure competition. They can provide incentive and encourage replayability when playing solo.

The education of a game producer part 1: Three 'P's to remember
(Gerard Martin Cueto)

This is the first in a series of entries detailing what Gerard Martin Cueto has learned as a game producer, as well as pieces of advice for people who wish to take on the role in the future.


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