By Simon Carless

GameSetNetwork: Best Of The Week

Yet again, we're ending another week, so it's time to go through the top full-length features of the past week on big sister site Gamasutra, plus some GameCareerGuide features of the week.

There's some pretty interesting stuff in this set - including a great interview with Sony Worldwide Studios' Shu Yoshida, the folks at Blizzard talking about Starcraft II, a great article about feedback in games, and many more things besides.

Go go go:

Sony's Software Strategy: Shuhei Yoshida Speaks
"Sony Worldwide Studios president Shu Yoshida took over from Phil Harrison last year with a strong mandate -- Gamasutra talks to him about strategies for the motion controller, relationships with third parties, changing attitudes for PSP game support, and much more."

A Holistic Approach to Game Dialogue Production
"How do you organize and structure the creation of dialogue for video games, "perhaps the single most important aspect of video game audio"? Game audio veteran Bridgett (Prototype, Scarface) examines the key issues and possible solutions."

Ancients Reborn: Launching League of Legends
"As Riot Games' League Of Legends launches, Gamasutra talks to co-founder and president Marc Merrill and lead creative designer Shawn Carnes on the company's business model, usability concerns, breaking free of the grip of publishers, and more."

Sponsored Feature: Fluid Simulation for Video Games (Part 2)
"This sponsored feature, part of Intel's Visual Computing site and written by Dr. Michael J. Gourlay of the University of Central Florida Interactive Entertainment Academy, continues a multi-part series that explains fluid dynamics and its simulation techniques."

Staying Power: Rethinking Feedback to Keep Players in the Game
"In this in-depth article, Microsoft Game Studios user research expert Phillips looks at a simple but vital problem - why people stop playing games, and what feedback we can give them to encourage them to continue."

The Design of StarCraft II
"StarCraft II lead designer Dustin Browder talks in-depth to Gamasutra on the inevitable difficulties that come with updating a 10-year-old game while trying to steadfastly avoid feature creep, as well as the state of the PC platform and a plethora of design tuning specifics."

GCG: Game Narrative Review: Chrono Trigger
"In the latest in a series of student-penned narrative reviews, Michael Brannan examines the engaging storyline that powers Square Enix's time-traveling epic Chrono Trigger."

GCG: Making the Most of U. Time: Academic Paths to Working in Games
"In a classic article, we speak to notable developers including ThatGameCompany's Jenova Chen and Portal's Kim Swift on their move from university straight into the leading edge of the game industry."

By Simon Carless

GameSetNetwork: Best Of The Week, Oct. 18th

The end of another seven days, so it's time to go through the top full-length features of the past week on big sister site Gamasutra, plus some GameCareerGuide features du jour.

These would include some genuinely interesting interviews with Randy Pitchford (about Gearbox and Borderlands) and Rex Ishibashi (about his work heading up EA Japan), as well as pieces on Osiris and game design, the necessity to iterate in game creation, making games for Android, and several other neat GCG pieces.

Here we go:

EA Takes Japan: An Interview With Rex Ishibashi
"Publishing giant Electronic Arts is getting more aggressive in Japan once more, thanks to Eastern-targeted games such as Tsumuji, and Gamasutra speaks in-depth to EA Japan veteran and head Rex Ishibashi on the market and the company's plans there."

Making Better Games Through Iteration
"Though it may seem self-evident, rapid iteration is a great tool for creation small games, and Mobile Pie's Will Luton discusses how his team made iPhone title B-Boy Brawl iteratively, after initial failure through too much rigidity."

Sponsored Feature: Fluid Simulation for Video Games (Part 1)
"This sponsored feature, part of Intel's Visual Computing site and written by Dr. Michael J. Gourlay of the University of Central Florida Interactive Entertainment Academy, begins a multi-part series that explains fluid dynamics and its simulation techniques."

The Birth of Collecting: The Osiris Archetype In Games
"Jason Johnson looks to the mythological Egyptian god Osiris to draw an inconspicuous parallel between the story of the supernatural being and the practice of collecting objects in video games."

Developing Games for Android
"Amid the iPhone game development gold rush, developer Derek James checks out the hooky, Java-based Android OS from Google, discussing advantages and disadvantages."

The Illusions We Make: Gearbox's Randy Pitchford
"Gearbox boss Randy Pitchford knows what he likes and what he does not. Here, the outspoken designer describes the studio's latest game, Borderlands, as the game he's 'been wanting to make for 10 years.'"

GCG: Educational Fantasy
"Lindsay Grace discusses the challenges facing educational game design, and how the practical matters of education intersect the enveloping fantasy we expect from games."

GCG: Postmortem - Lies and Seductions
"In this postmortem, Petri Lankoski discusses the making of Lies and Seductions, an adventure game inspired by the novel Dangerous Liaisons."

An innovative casual puzzle game for the whole family.In this game you are an inventor who tries to please people’s needs by making inventions, buying invention parts in the market, and making sure you are not making people hate eachother.Try it for free.