As we put together stories from elsewhere on the Gamasutra 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.

There's some really neat post-GDC stuff in this update, including interviews with Final Fantasy XIII's director, Heavy Rain supremo David Cage, and a reprint of Game Developer magazine's Brutal Legend postmortem, as well as a feature on smaller Facebook game developers, a rickrollin' Game Design Challenge on GCG, and lots more.

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Tense Questions: David Cage On Heavy Rain
"After its release, Heavy Rain director David Cage talks to Gamasutra about the perhaps unexpected success of the title -- one that he hopes will make players think, feel, and expect different things from games."

Postmortem: Double Fine's Brutal Legend
"In this postmortem originally penned for Game Developer magazine, Double Fine Productions outlines some of the trials and tribulations that resulted in the rock god action/strategy epic Brutal Legend."

Inside the Sausage Factory: The Art of IP Development
"Ex-EA DICE man Marcus Andrews gives a peek into the IP development process, offering cultural observations and process-oriented suggestions about how to drive at finding the next big thing -- when finding the next big thing is your job."

In The Shadow Of FarmVille: How Small Studios Can Succeed In Facebook Development
"Three small Facebook game developers share stories of triumph and cautionary tales about trying to survive in a market quickly becoming dominated by companies like Zynga and Playfish."

The Mind And Heart Of Final Fantasy XIII
"Director Motomu Toriyama speaks about the controversial and unexpected gameplay design of Final Fantasy XIII, the series' audience, and the possibilities that are open to the future of what's arguably the world's most popular video game RPG saga."

GCG: Game Design Challenge: Rickroll
"Our latest challenge, which is more than a little silly, asks you to Rickroll players or characters in your game -- in essence, to play the role of the designer as trickster."

GCG: 10 Steps To Succeed as a Freshman Game Developer
"Looking for a quick guide on how to get in gear as a game developer? University of Illinois at Urbana Champaign student Chris Ridmann offers his post-freshman year tips on making progress while in school."