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tindervit.blogspot.com

Robin Lundin

Tisdag 14 juni 2011. We worked on Fields of Glory from mid February throughout the spring until we presented the game at the Gotland Game Conference May 27-28. Which is roughly about 14 weeks, 10 of those were spent in pre-production and the remaining 4 were spent in actual production. The main reason I joi. The thing is that these priorities got reversed and I’m going to explain why in the following part. What I improved at most at is maybe GUI design since I really got time to design the GUI from scrat...

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Robin Lundin | tindervit.blogspot.com Reviews
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Tisdag 14 juni 2011. We worked on Fields of Glory from mid February throughout the spring until we presented the game at the Gotland Game Conference May 27-28. Which is roughly about 14 weeks, 10 of those were spent in pre-production and the remaining 4 were spent in actual production. The main reason I joi. The thing is that these priorities got reversed and I’m going to explain why in the following part. What I improved at most at is maybe GUI design since I really got time to design the GUI from scrat...
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2 in conclusion
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Robin Lundin | tindervit.blogspot.com Reviews

https://tindervit.blogspot.com

Tisdag 14 juni 2011. We worked on Fields of Glory from mid February throughout the spring until we presented the game at the Gotland Game Conference May 27-28. Which is roughly about 14 weeks, 10 of those were spent in pre-production and the remaining 4 were spent in actual production. The main reason I joi. The thing is that these priorities got reversed and I’m going to explain why in the following part. What I improved at most at is maybe GUI design since I really got time to design the GUI from scrat...

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tindervit.blogspot.com tindervit.blogspot.com
1

Robin Lundin

http://tindervit.blogspot.com/2011/04/hi-there-this-blog-will-cover-what-i-do.html

Torsdag 14 april 2011. This blog will cover what I do as a 3D Artist on the game Fields of Glory. Fields of Glory is an action-arena game currently in development by. My main responsibility on the project is Character Art but I also bring my UDK knowledge to the table. In the future this blog will cover some of the stuff I've done and hopefully some stuff I'm currently working on. Hope to see you again soon,. Prenumerera på: Kommentarer till inlägget (Atom). Visa hela min profil.

2

Robin Lundin: In conclusion

http://tindervit.blogspot.com/2011/06/in-conclusion.html

Tisdag 14 juni 2011. We worked on Fields of Glory from mid February throughout the spring until we presented the game at the Gotland Game Conference May 27-28. Which is roughly about 14 weeks, 10 of those were spent in pre-production and the remaining 4 were spent in actual production. The main reason I joi. The thing is that these priorities got reversed and I’m going to explain why in the following part. What I improved at most at is maybe GUI design since I really got time to design the GUI from scrat...

3

Robin Lundin: juni 2011

http://tindervit.blogspot.com/2011_06_01_archive.html

Tisdag 14 juni 2011. We worked on Fields of Glory from mid February throughout the spring until we presented the game at the Gotland Game Conference May 27-28. Which is roughly about 14 weeks, 10 of those were spent in pre-production and the remaining 4 were spent in actual production. The main reason I joi. The thing is that these priorities got reversed and I’m going to explain why in the following part. What I improved at most at is maybe GUI design since I really got time to design the GUI from scrat...

4

Robin Lundin: A 3D artist minus 2D skills equals?

http://tindervit.blogspot.com/2011/05/3d-artist-minus-2d-art-skills-equals.html

Måndag 9 maj 2011. A 3D artist minus 2D skills equals? Until next time,. Prenumerera på: Kommentarer till inlägget (Atom). A 3D artist minus 2D skills equals? Visa hela min profil. Mallen Simple. Drivs av Blogger.

5

Robin Lundin: The importance of clear art direction and strong leadership

http://tindervit.blogspot.com/2011/06/issue-when-working-on-such-complicated.html

Tisdag 7 juni 2011. The importance of clear art direction and strong leadership. When working on such a complicated product as a game it is really important to know what you’re doing and where you’re going, otherwise who knows where the product might end up. This is something we encountered regarding the art direction and art production on Fields of Glory that unfortunately derailed. This would have been fine if he had said straight up that he had this idea and that's what we were going for. Instead ...

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Robin Lundin

Tisdag 14 juni 2011. We worked on Fields of Glory from mid February throughout the spring until we presented the game at the Gotland Game Conference May 27-28. Which is roughly about 14 weeks, 10 of those were spent in pre-production and the remaining 4 were spent in actual production. The main reason I joi. The thing is that these priorities got reversed and I’m going to explain why in the following part. What I improved at most at is maybe GUI design since I really got time to design the GUI from scrat...

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