As we round up bigger 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.

A number of neat things this week, including an excellent Patrick Redding interview, a designer analysis of game UIs, a chat to Visceral Games' head, a postmortem of Super Monkey Ball's iPhone sequel, as well as GameCareerGuide's latest Design Challenge winner and a new competition.

Coat an old anvil with lard:

On Changing The Shape Of Interaction
"Narrative designer Patrick Redding (Splinter Cell Conviction, Far Cry 2) discusses the techniques employed to create more complex and satisfying character interaction -- including an examination of Conviction's co-op mode, which he directed."

In The Loop: Planning for Feedback in Video Game Audio Production
"Veteran audio designer Rob Bridgett (Scarface, Prototype) here outlines how audio designers can avoid creative fatigue and deliver the most compelling audio while collaborating on large studio projects."

Postmortem: Sega/Other Ocean's Super Monkey Ball 2
"The first was an App Store sensation, but what of its sequel? Sega's associate creative director on Super Monkey Ball 2 spells out the processes that led to the creation of the second game in the series -- including all the major triumphs and mistakes."

Sponsored Feature: Do-it-yourself Game Task Scheduling
"In this sponsored technical article, part of Intel's Visual Computing section, Jerome Muffat-Meridol takes a look at Nulstein, his creation for in-game code task scheduling on multi-core processors."

Game UI Discoveries: What Players Want
"EA DICE designer Marcus Andrews examines the UIs of several recent games and picks apart what's required for both a novel and player-satisfying interface -- one that serves the needs of the game and its audience."

A Distinct Vision: Nick Earl And Visceral Games
"EA's transformed its Redwood Shores development organization into Visceral Games, committed exclusively to high-profile action titles. How does that transition work? We speak to Nick Earl, the studio's general manager, to find out."

GCG: Game Design Challenge: Romance
"In our latest Game Design Challenge, we invite competitors to try and figure out what sort of romance game might appeal to Western tastes... a task that may even be impossible!"

GCG: Student Postmortem: Devil’s Tuning Fork
"Student developers discuss the creation of Devil's Tuning Fork, in which 'some things were done right from the beginning and some things just never seemed to come together.'"

GCG: Results from Game Design Challenge: A New Vision
"Our latest challenge asked readers to re-envision a game that was too ahead of its time to be properly appreciated when it was first released; what makes the grade?"