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GameSetNetwork: Round Table, Crunch Stable

Finishing off the GameSetNetwork posts from big sister site Gamasutra and its buddies, you'll see a bunch of original reporting that's headed by 'Producers Of The Round Table' looking at the underlying structure of game development teams.

Also in here - Paul Hyman revisits crunch with some tales from folks who've managed to cut down on it, there's some fun interviews with chaps from Obsidian and Cyanide, a lecture from a Hitman designer on feedback and personas, and various other sundries.

Un deux trois:

Producers Of The Round Table: Structuring Your Team
"Gamasutra's latest 'Producers Of The Round Table' discussion looks at team structure, with producers from Gas Powered Games, Stainless, Red Storm and Freeverse analyzing how game teams are constructed to function smoothly."

Not Everyone Feels The Crunch
"Following Gamasutra's recent, much discussed article on 'quality of life', we follow up with EA_Spouse colleagues and other industry execs with a clear message - crunch doesn't have to happen."

Q&A: Pligersdorffer And A Taste Of Cyanide
"French development studio Cyanide have a surprisingly diverse product strategy, including cross-platform Games Workshop license Blood Bowl and free-to-play PC MMO Dungeon Party - CEO Patrick Pligersdorffer talks with Gamasutra about why Cyanide are proud to be seen as a PC developer, talks piracy and discusses the French development community."

Microsoft's Greenberg: Wii Customers May 'Graduate' To Xbox 360
"Talking to Gamasutra, Microsoft's Aaron Greenberg, director of product management for Xbox 360 and Xbox Live, has been commenting on Microsoft's attempts to attract casual gamers, suggesting that Wii customers are "going to want to graduate to an Xbox 360 experience" over time."

Results: GCG’s Level Design Cues Challenge
"In a recent Game Design Challenge on GameCareerGuide.com, readers were tasked with defining the cues and clues that would enable a player to solve a level. The site has just posted the three strongest solutions, and one honorable mention."

Obsidian's Parker: Why Be Frugal With Achievements?
"Developer Obsidian, currently in progress on spy thriller RPG Alpha Protocol, has been discussing the title's influences and development with Gamasutra, from the use of Unreal Engine 3 to why they have has no patience for games that are stingy with their achievement points."

Hitman Designer: Metrics Plus Personas Equal Fun
"Speaking at a recent festival, IO Interactive (Hitman) designer Alessandro Canossa discussed how combining player metrics with the identification of specific 'personas' you want the player to identify with can make for compelling game designs."

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