We seem to have survived the holidays thus far, so it's time to go through the top full-length features of the past week on big sister 'art and business of gaming' site Gamasutra, plus our GameCareerGuide features for the week.

Anyhow, there's obviously our _gigantic_ compilation of best-ofs as one Gamasutra feature, but presumably you've seen much of that already. Luckily, as well as that, there's a neat Ron Gilbert interview, a new Ian Bogost column on puzzle games, a fun multi-interview piece on adding polish to games, and some new Game Design Challenge neatness. So there.

Go for the tipoff:

Gamasutra's Best Of 2009
"Ending out 2009, Gamasutra puts together the definitive compilation of our year-end lists, from disappointments through game of the year and beyond, with bonus reader feedback."

Persuasive Games: Puzzling the Sublime
"Good puzzle games are often described as addictive, elegant or deep, but in reality they can elicit deeper feelings of overwhelm, vastness and abundance, says designer Ian Bogost."

The Art Of Game Polish: Developers Speak
"Polishing a game can lead to vastly increased user satisfaction -- but how do you identify, execute, and allocate resources for the polish process? Developers from BioWare, Epic Games, and other studios weigh in."

Ron Gilbert: A New Adventure
"Adventure game veteran and Monkey Island creator Ron Gilbert talks to Gamasutra on the production processes behind his once-episodic title DeathSpank, and how the very nature of game development influences creative direction."

GCG: Game Design Challenge - Photographic Interpretation #2
"Our second photographic challenge again asks entrants to devise a unique game based around an interesting photo taken from Flickr."

GCG: Results from Game Design Challenge - The New Sound
"Is there a way to get the music genre back into gear after a disappointing 2009? Our entrants aim to offer a new way of playing with sound in the results from the latest Game Design Challenge."