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Gamasutra member blogs: From game designers to Adobe Air

In highlights from Gamasutra's Member Blogs, our bloggers write about diverse topics, such as developing an iOS game in Adobe Air, defining what a game designer does, and console RPG menus.
[In highlights from Gamasutra's Member Blogs, our bloggers write about diverse topics,such as developing an iOS game in Adobe Air, defining what a game designer does, and console RPG menus.] 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 Developing a game on Adobe Air for iOS (Svyatoslav Cherkasov) Svyatoslav Cherkasov shares his experience in developing a dynamic game for iPhone using Flash and the Adobe Air platform, looking at tricks, hints, examples, etc. The game designer class - What does he do? (Adriaan Jansen) So you're browsin' around on Gamasutra, curious to learn more about being a game designer. However, "game designer" sounds a big vague... Do you know what the game designer does on a daily basis? KoA: Reckoning - On menus in console RPGs (Axel Cholewa) In tradition with Eric Schwartz's and Ted Brown's blog posts about Skyrim's user interface, Axel Cholewa offers a small comment on what Kingdoms of Amalur: Reckoning has to say on that matter. Whose expression is it anyway? (Tommy Wu) Why is Angry Birds highly regarded by most creators despite being a clone of Crush the Castle, and yet Dream Heights / YetiTown are universally despised by creators? More importantly, as an indie studio how do we realistically defend ourselves? To clone or not to clone (Henry Truong) Henry Truong describes his experience finding himself actually being "encouraged" to release a clone.

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