Time to finish rounding up the top features of the week on Think Services' sister sites, including Gamasutra and educational site GameCareerGuide -- and there's some pretty unique stuff in here, esp. the super-geek-out Takahashi Meijin interview (pictured) about Hudson's history.

But the article on crediting in games has also got a lot of feedback from the game development community, Chris Remo's Dead Space interview with the awesomely named Chuck Beaver is v.intriguing, and there's various other pieces of goodness, also - hope you appreciate them all.

Please read on:

Gamasutra Features

Procedural Spooling In Games
"In this in-depth technical article, Neversoft co-founder West examines how procedural generated content and compression can lead to expanding vistas for your open-world games."

The Game Master Speaks: Hudson's 'Takahashi-Meijin' Goes Retro
"Hudson's Takahashi Meijin is a company veteran who both stars in the company's classic Adventure Island in 1986 and can press the NES controller buttons 16 times per second -- Gamasutra quizzes him on his storied history."

Postmortem: Brothers in Arms: Double Time
"In this exclusive Gamasutra postmortem, developer Demiurge discusses the ups and downs of bringing the Brothers In Arms WWII combat franchise to Nintendo's console for the first time."

A New Vocabulary For Development: Chuck Beaver And Dead Space
"The M-rated sci-fi horror game Dead Space may potentially be another important milestone in EA's renaissance -- we talk to senior producer Chuck Beaver on gore, no cut-scenes, and our medium."

Gamasutra, GCG Originals

Results from Game Design Challenge: Make Monopoly Fun
"The Nintendo Wii and the iPhone have challenged game developers to design around and for new hardware. Now, it's your turn to design for an existing yet novel device, one that has a fairly large install base. The challenge is to make a game for that hardware that defies its original purpose. What can you do with a guitar input device?"

Interview: Toy Designer Smith On How Plush Meets Game In Ninjatown
"We've seen plenty of game-inspired toys, but Shawnimals designer and former EGM staffer Shawn Smith is working on the DS game inspired by his plush toys, Ninjatown -- here, he talks to Gamasutra about working with developers Venan and why it's important to understand that, in Ninjatown, "they're ninjas -- but they're not really ninjas.""

Student Postmortem: Technical University of Dresden’s BOUND
"Gamasutra sister educational site GameCareerGuide has just posted a student postmortem of BOUND, a unique two-player co-operative touchscreen game based on a hardware setup created by previous students."

ESRB: Publishers Have 'Key Part To Play' In User-Generated Content Regulation
"Launch screen marquees warn that online interactions can't be rated by the ESRB -- but what about games such as LittleBigPlanet with so much dynamic user-generated content? Gamasutra talks to the ESRB about why publishers now have a "key part to play" in game content regulation and censorship."

GameCareerGuide.com's Game Design Challenge: Guitar's The Word
"The Nintendo Wii and the iPhone have challenged game developers to design around and for new hardware. Now, it's your turn to design for an existing yet novel device, one that has a fairly large install base. The challenge is to make a game for that hardware that defies its original purpose. What can you do with a guitar input device?"