It's the end of another week, 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.

Some of the notables include interviews with the Japanese iPhone music app creators at Yudo and Capcom's Monster Hunter creators, as well as postmortem of time-traveling shooter Darkest Of Days, Ken Rolston on RPG design, and GameCareerGuide features on design and iPhone game creation:

Gamasutra Features

Art-Media Innovation: Yudo's iPhone Success, Natal Dreams
"Gamasutra sits down for an in-depth interview with Beatmania co-creator Reo Nagumo and former Q Games exec Reo Yonaga (Lumines) to reveal their new, thus far iPhone-centric developer Yudo, as well as possible plans for console titles and hopes for Microsoft's Natal."

Postmortem: 8Monkey's Darkest of Days
"In this in-depth postmortem, developer 8Monkey Labs explains the creation of PC and Xbox 360 time-traveling shooter Darkest Of Days, outlining exactly what went right and wrong in the creation of the ambitious title."

Book Excerpt: Game Engine Architecture
"Gamasutra presents an excerpt from Jason Gregory's Game Engine Architecture; the book contains a huge amount of data on specifics to consider when developing a game engine."

No Laughing Matter: Making Humor Work in Games
"Gamasutra speaks with Overlord's Rhianna Pratchett, Sam and Max's Chuck Jordan, and Leisure Suit Larry's Al Lowe about what needs to be done -- and what isn't being done -- to make games funnier."

The Ways Of A Monster Hunter
"Monster Hunter Tri producer Ryozo Tsujimoto talks to Gamasutra about bringing an online-centric game to the Wii and making the hit franchise more appealing to the "very sophisticated" Western gamer."

Gamasutra News

XPEC: Idea For Bounty Hounds Online Came From PSP Piracy
"XPEC's idea for PC MMO Bounty Hounds Online came from an unusual place - rampant worldwide piracy of the earlier Bounty Hounds for PSP, the company tells Gamasutra at Gstar 2009 in South Korea."

Opinion: The Top 5 iPhone Dirty Secrets
"Susan Lambert of Avatarlabs, an iPhone developer, lets loose her five dirty secrets of the iPhone -- advice for developers and others still trying to get a handle on the explosive phenomenon."

Rolston: Physical And Virtual Artifacts Crucial To Narrative Designer's Job
"A good narrative designer must "find artifacts that feel in the mind like they're touchable" in order to make fictional games worlds come alive, says longtime Elder Scrolls RPG designer Ken Rolston."

GameCareerGuide Features

Playing Styles, and How Games Match One Style or Another
"In a detailed design article, academic Lewis Pulsipher discusses different game play styles, and how today's games have adapted to suit them."

Excerpt: iPhone Games Projects
"Interested in creating a game with a streamlined, elegant interface? iPhone developer Joachim Bondo explains the thinking behind his chess app in this book excerpt."