As we compile larger stories from elsewhere on our network, here's 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.

Highlights include an immaculately detailed NPD analysis for January 2010 from Matt Matthews, an interview with Square Enix CTO Julien Merceron, a neat in-depth piece on crunch, Silent Hill character artist and art director Takayoshi Sato on making video game characters with feeling, and more.

(Besides these pieces, a number of us were at the DICE 2010 executive summit in Las Vegas this week - you can check out the Gamasutra write-ups of talks spanning Bobby Kotick to Randy Pitchford.)

Go go go:

Ten Vicious Years: A Retrospective Interview
"North Carolina's Vicious Cycle (Robotech: Battlecry, Matt Hazard, the Vicious Engine) was founded 10 years ago, and in that time the company and the industry have changed drastically -- Gamasutra spoke to its founders, Eric Peterson and Wayne Harvey, to find out more about that journey."

The Dust of Everyday Life: The Art of Building Characters
"Silent Hill character designer and CG artist Takayoshi Sato examines the art of creating believable computer-generated characters in this in-depth feature, originally created for Game Developer magazine."

The Art Of International Technical Collaboration At Square Enix
"When Square Enix acquired Eidos, it didn't just get IP and a distribution network -- it got a Western understanding of game technology in a generation where Japan has lagged, and new group worldwide technology director Julien Merceron here speaks about taking the helm of this global organization."

A Closer Look at Crunch
"Dave Prout approaches the oft-discussed topic of crunch from a different angle as he searches for the root cause. "When a team is already in production without a compelling, fun gameplay experience, it's in trouble," he says."

NPD: Behind the Numbers, January 2010
"Gamasutra analyst Matt Matthews reviews NPD Group's January 2010 sales figures, which reflect evergreen Nintendo-published titles and how Sony is headed towards a single-platform focus."

GCG: What Are Game Designers Trying to Do?
"Educator Lewis Pulsipher offers an analytical breakdown of the possible aims designers have in mind when creating games."

GCG: Concurrent Programming in the Design of a 3D Game Engine
"UC Santa Cruz senior and independent game developer Jarret Tierney covers the ins and outs of developing parallel programming in a paper written as part of his studies."