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Apple Loses Its Gaming Guru

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On the same day Infinity Blade is released in the App Store and the possibility that mobile gaming could take a leap forward with a Playstation Phone announcement, it has been revealed that Apple’s head of gaming has quit.

Since he joined Apple's iPhone Game Technologies division last year, Graeme Devine has overseen a large leap forward in mobile gaming at the company with releases for the iPhone, iPad and iPod touch. "My job there was basically to make gaming on the iOS devices fantastic," Devine told gaming site, Kotaku. "Basically that meant looking at the technologies involved and making sure the software played well with the hardware, to look at upcoming hardware/API and say 'Yup, that is a good thing'."

Devine will return to his previous role as a game developer, concentrating specifically on software for the iPhone and iPad: “" I wanted to get back to the actual business of making games and while I loved my time, the people, and the platform I worked on at Apple I am ultimately a game designer that wants to make games."
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When Devine joined, he was in the unique position of being the first of his kind at the computer giant: “Apple didn't have an in-house game designer before me so I think it was pretty unique, game technologies touch everything from the graphics stack to touch latency to push notifications. No other app type covers so many technologies and having someone there to validate and help shape that was basically my day job. It was pretty kick ass." Devine wouldn’t comment on whether Apple were planning on replacing him or not.

With mobile gaming changing very quickly as technology advances, Devine says people still haven’t grasped the full potential of gaming on mobile devices: “I don't think a lot of people are really thinking yet what games mean on these touch platforms, the joystick is gone, there is no proxy in between you and the screen anymore. When I first saw the photos being rotated and pinch/zoomed on the iPhone I knew things had changed forever, and people are trying to insert something back in there when clearly the best applications are the ones where the screen is a window onto a world that you can touch. I am not a fan of virtual d-pads, pointers, or other crutches, we have an opportunity on these devices to let players hold, move, touch, and feel the game in front of them and I intend to focus on that."

Source: Kotaku

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