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MarcRobertEdwards

Here is some updated work from Darksiders 2 and the Darksiders 2 DLC where I work as an Environment Artist. Responsibilities include world building, modeling and lighting. Please feel free to ask for any clarification on my specific contributions. Assets created by the talented team at Vigil Games! The Kingdom of the Dead. Warhammer 40000 Dark Millennium Online. Screenshots from Warhammer 40000 Dark Millennium Online. Please feel free to ask for any clarification on my specific contributions.

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MarcRobertEdwards | marcrobertedwards.blogspot.com Reviews
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Here is some updated work from Darksiders 2 and the Darksiders 2 DLC where I work as an Environment Artist. Responsibilities include world building, modeling and lighting. Please feel free to ask for any clarification on my specific contributions. Assets created by the talented team at Vigil Games! The Kingdom of the Dead. Warhammer 40000 Dark Millennium Online. Screenshots from Warhammer 40000 Dark Millennium Online. Please feel free to ask for any clarification on my specific contributions.
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2 resume
3 professional work
4 doom
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7 share to twitter
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10 darksiders 2
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MarcRobertEdwards | marcrobertedwards.blogspot.com Reviews

https://marcrobertedwards.blogspot.com

Here is some updated work from Darksiders 2 and the Darksiders 2 DLC where I work as an Environment Artist. Responsibilities include world building, modeling and lighting. Please feel free to ask for any clarification on my specific contributions. Assets created by the talented team at Vigil Games! The Kingdom of the Dead. Warhammer 40000 Dark Millennium Online. Screenshots from Warhammer 40000 Dark Millennium Online. Please feel free to ask for any clarification on my specific contributions.

INTERNAL PAGES

marcrobertedwards.blogspot.com marcrobertedwards.blogspot.com
1

MarcRobertEdwards: DOOM

http://www.marcrobertedwards.blogspot.com/2015/05/doom.html

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2

MarcRobertEdwards: Warhammer 40000 Dark Millennium Online

http://www.marcrobertedwards.blogspot.com/2011/02/warhammer-40000-dark-millennium-online.html

Warhammer 40000 Dark Millennium Online. Screenshots from Warhammer 40000 Dark Millennium Online. Responsibilities include world building, modeling and lighting, as well as development of the modular system and prefab system used for level creation. Please feel free to ask for any clarification on my specific contributions. Assets created by the talented team at Vigil Games! Awesome Inc. template. Powered by Blogger.

3

MarcRobertEdwards: Darksiders 2

http://www.marcrobertedwards.blogspot.com/2012/11/darksiders-2.html

Here is some updated work from Darksiders 2 and the Darksiders 2 DLC where I work as an Environment Artist. Responsibilities include world building, modeling and lighting. Please feel free to ask for any clarification on my specific contributions. Assets created by the talented team at Vigil Games! The Kingdom of the Dead. Awesome Inc. template. Powered by Blogger.

4

MarcRobertEdwards: Resume

http://www.marcrobertedwards.blogspot.com/p/resume.html

Http:/ marcrobertedwards.blogspot.com. Environment Artist II at. January 2013 - Current. World Builder and Environment Artist working to create modular settings in. Environment Artist II at Vigil. 40000 Dark Millennium Online. Responsibilities include World Building, Lighting, and development of methods and procedures for modular building and prefab development. Responsibilities include World Building and L. Crawler" - Working Title. Environment Art Intern at ACRO for Vigil Games. Autodesk 3D Studio Max.

5

MarcRobertEdwards: Professional Work

http://www.marcrobertedwards.blogspot.com/p/professional-work.html

Here is some updated work from Darksiders 2 and the Darksiders 2 DLC where I work as an Environment Artist. Responsibilities include world building, modeling and lighting. Please feel free to ask for any clarification on my specific contributions. Assets created by the talented team at Vigil Games! The Kingdom of the Dead. Warhammer 40000 Dark Millennium Online. Screenshots from Warhammer 40000 Dark Millennium Online. Please feel free to ask for any clarification on my specific contributions.

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mousefacesmash.com mousefacesmash.com

January | 2012 | Mouse Face Smash

http://www.mousefacesmash.com/2012/01

Gameplay Wars – by Peter Tcherkes. Monthly Archives: January 2012. January 22, 2012. Designing Non-Linear Stealth-Action Levels. 8220;Stealth-Action” is a term that seems to contradict itself. Games like. Offer two (or more in the case of. Continue reading →. Posted in Gameplay Wars. January 17, 2012. Cover Combat VS. Cover Vomit. Is this cover organic or architectural? Am I exposed from the left flank? Can I cross the courtyard without losing half my life? Continue reading →. Posted in Gameplay Wars.

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Gameplay Wars | Mouse Face Smash

http://www.mousefacesmash.com/category/gameplay-wars

Gameplay Wars – by Peter Tcherkes. Category Archives: Gameplay Wars. March 20, 2012. Linearity and the importance of Gameplay Beats. Continue reading →. Posted in Gameplay Wars. February 16, 2012. MMO Design – Starting Area. There is nothing more jarring than hitting the boundaries of design. Anything that breaks your immersion and clearly spells out what designers always try to cover up and players always know in the back of their minds, THIS IS A GAME . Continue reading →. Posted in Gameplay Wars.

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Cover Combat VS. Cover Vomit | Mouse Face Smash

http://www.mousefacesmash.com/2012/01/17/cover-combat-vs-cover-vomit

Gameplay Wars – by Peter Tcherkes. Cover Combat VS. Cover Vomit. January 17, 2012. Is this cover organic or architectural? Am I exposed from the left flank? Can I cross the courtyard without losing half my life? Is the destructible cover piece going to last through the rest of the fight? Similar to the thought process that goes into laying out a level, it is imperative to think of the overall experience. What kind of combat is this area going to be? Are players fighting melee or ranged enemies? Well plac...

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March | 2012 | Mouse Face Smash

http://www.mousefacesmash.com/2012/03

Gameplay Wars – by Peter Tcherkes. Monthly Archives: March 2012. March 20, 2012. Linearity and the importance of Gameplay Beats. If you aren’t familiar with the term, gameplay beats are the “WOW moments” of a level. Like a strong and steady pulse, these moments punctuate the most memorable sections of gameplay. Acting as the high points of a rollercoaster experience, gameplay beats build tension and create memorable gameplay transitions, leaving a lasting impression on the player. Continue reading →.

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February | 2012 | Mouse Face Smash

http://www.mousefacesmash.com/2012/02

Gameplay Wars – by Peter Tcherkes. Monthly Archives: February 2012. February 16, 2012. MMO Design – Starting Area. Designing MMOs is often a Jeckyll and Hyde transition of shepherding players in a given direction while providing as much freedom as possible. Often times we create the illusion of freedom, which no matter how much we want to tell ourselves is still engaging and fun, is not the same thing. Continue reading →. Posted in Gameplay Wars. February 2, 2012. Continue reading →.

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About | Mouse Face Smash

http://www.mousefacesmash.com/about-2

Gameplay Wars – by Peter Tcherkes. My name is Peter Tcherkes, and I’m a Game Designer hailing from Moscow, Boston, NYC, Austin, all over, and now Santa Monica. I am a level designer, specializing in creating tactical play-spaces with a strong sense of environmental storytelling, a deep sense of mood and atmosphere, and most importantly, meaningful gameplay choices. Everything I write here is a product of these discussions, arguments, or better yet gameplay wars! Leave a Reply Cancel reply.

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Reinventing DOTA | Mouse Face Smash

http://www.mousefacesmash.com/2012/02/02/reinventing-dota

Gameplay Wars – by Peter Tcherkes. February 2, 2012. On the surface this sounds like a simple concept; In practice, each game has multiple layers of complexity that will give any RTS a run for its money. There are a number of key features that add layers of strategy to player choices, making each match a unique gameplay experience. A constantly growing library of heroes, each with four unique abilities. Players fulfilling their roles in conjunction with overall team dynamics. In the Action RTS genre.

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Linearity and the importance of Gameplay Beats | Mouse Face Smash

http://www.mousefacesmash.com/2012/03/20/linearity-and-the-importance-of-gameplay-beats

Gameplay Wars – by Peter Tcherkes. Linearity and the importance of Gameplay Beats. March 20, 2012. If you aren’t familiar with the term, gameplay beats are the “WOW moments” of a level. Like a strong and steady pulse, these moments punctuate the most memorable sections of gameplay. Acting as the high points of a rollercoaster experience, gameplay beats build tension and create memorable gameplay transitions, leaving a lasting impression on the player. Bristol Chase is a fictional level set in the Unchart...

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Mar 27, 2014. AFI #2 - The Godfather. Mar 26, 2014. AFI #3 - Casablanca. Feb 22, 2014. AFI #4 - Raging Bull. Feb 11, 2014. AFI #5 - Singin' in the Rain. Feb 3, 2014. AFI #6 - Gone with the Wind. Jan 28, 2014. AFI #7 - Lawrence of Arabia. Jan 13, 2014. AFI #8 - Schindler's List. Jan 6, 2014. AFI #9 - Vertigo. Dec 30, 2013. AFI #10 - The Wizard of Oz. Dec 16, 2013. AFI #11 - City Lights. Page 1 of 59. The Blog of Marc Robards.

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Mar 27, 2014. AFI #2 - The Godfather. Mar 26, 2014. AFI #3 - Casablanca. Feb 22, 2014. AFI #4 - Raging Bull. Feb 11, 2014. AFI #5 - Singin' in the Rain. Feb 3, 2014. AFI #6 - Gone with the Wind. Jan 28, 2014. AFI #7 - Lawrence of Arabia. Jan 13, 2014. AFI #8 - Schindler's List. Jan 6, 2014. AFI #9 - Vertigo. Dec 30, 2013. AFI #10 - The Wizard of Oz. Dec 16, 2013. AFI #11 - City Lights. Page 1 of 59. The Blog of Marc Robards.

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marcrobertedwards.blogspot.com marcrobertedwards.blogspot.com

MarcRobertEdwards

Here is some updated work from Darksiders 2 and the Darksiders 2 DLC where I work as an Environment Artist. Responsibilities include world building, modeling and lighting. Please feel free to ask for any clarification on my specific contributions. Assets created by the talented team at Vigil Games! The Kingdom of the Dead. Warhammer 40000 Dark Millennium Online. Screenshots from Warhammer 40000 Dark Millennium Online. Please feel free to ask for any clarification on my specific contributions.

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Mark Robertz Landschaftsfotografie | Landschaftsimpressionen

Warum in die Ferne schweifen, wenn Deutschland mit urwüchsigen und regionaltypischen Landstrichen begeistert? Entdecken Sie die Vielfalt und Schönheit unserer Heimat! Begleiten Sie mich auf Erkundungstouren in allen sechzehn deutschen Nationalparks: Wattflächen, Inseln mit Dünen und Strand, Steil- und Flachküsten, Schluchten, Buchen- und Eichenwälder, Bärlauchwiesen, Sandsteinfelsen, Fichtenwälder u. v. m. Lassen Sie sich von den Fotos, den Tipps, den Tourenempfehlungen und vielem mehr inspirieren!