Piecing together stories from the rest of 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 a new GameCareerGuide piece that debuted last week.

In this particular round-up - interviews with good BioWare doctor Greg Zeschuk and Korean artist phenom Hyung-Tae Kim, as well as discussions on the making of Guitar Hero's audio, fast and dirty game prototyping, and smart Wii control design, alongside a guide to picking the best game school.

Rain rain rain:

Reshaping the Modern RPG: BioWare's Greg Zeschuk Speaks
"BioWare's creative force and now chief creative officer of EA's RPG/MMO division speaks about the vastly different decisions made in the design of the company's various RPGs."

Quick and Dirty Prototyping: A Success Story
"Boomzap Entertainment has built a work style that emphasizes finding the fun before entering production, and here producer and designer Luna Cruz outlines how this results in high-quality titles."

Twisted Timeline: Iterative Level Design in a Competitive Online Game
"Designing engaging and varied multiplayer maps can be a challenge, and here, the Riot Games developers behind League of Legends offer a peek into their iterative design process on the Twisted Treeline map."

Backstage With The Audio Of Guitar Hero 5
"Neversoft audio programmer Tom Parker picks apart the process used to make the sound in the Guitar Hero games really stand out and be player-responsive -- and talks about tying in their custom tools with off the shelf solutions."

Point and Shoot: Lessons In Wii FPS Control
"As Move and Natal approach, Gamasutra speaks to developers about attempts to get the shooter genre working on Wii -- something that seems intuitive, but has turned out to be a lot trickier than expected."

The Art Of The Form: Hyung-Tae Kim Speaks
"As one of the best-known Korean developers in the West, Hyung-Tae Kim's art has drawn fans worldwide even before his games -- including Magna Carta and Blade & Soul were released outside of Korea. Here, he talks form, influence, and moving from 2D to 3D."

GCG: Identifying a Good Game School
"Two professors, Pulsipher and Schreiber, team up to offer a comprehensive guide to choosing the right game school for you -- including tough topics like IP ownership, faculty, and more."