Resume

WES PARKER

Wes.r.parker@gmail.com

WesParker.wordpress.com

(512)426-0567


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To continue my personal artistic growth while crafting beautiful and creative art, within a fulfilling environment.


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1/2005 – Current          Barking Lizards Technologies Plano, Tx

Artist


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Spongebob: Truth or Square (PSP) – current

  • Assisting in downrezing of Xbox 360 assets to the psp
  • Ported levels from third party’s standards to the internal engine
  • Created and implemented all particle effects and effect meshes in the game, using internal tools
  • Modeled and textured 8 lowrez vehicles for minigame
  • Assisted with animating characters for 2 minigames

Unreleased Rhythm Title (Wii)

  • Built abstract stage arena with elements that adapt throughout the song
  • Animated all in-game cameras
  • Created and implemented all particle effects in the game, using internal tools
  • Worked closely with designers to find stimulating ways to change the venue to coincide with the music

Internal Combat High-Rez Demo (PC)

  • Modeled and textured scene assets
  • Used crazybump to create normal maps, simulating high-rez detail
  • Animated intro camera and concrete shatter effect

Internal Sci-Fi High-Rez Demo (PC)

  • Modeled high-rez and low-rez versions of assets, for normal map baking using Modo
  • Used crazybump to create normal maps, simulating high-rez detail
  • textured scene assets using specular, normal, ambient occlusion and glowmaps

Unannounced Fantasy Title (PSP, Wii)

  • Modeled and textured player characters, NPCs, creatures and environments
  • Created level and character shader effects
  • Created over 100 particle effects or effect meshes using internal tools

School of Rock: Naked Brothers Band (Wii)

  • Built 3d character models, instruments and scene props
  • Created and implemented all particle effects in the game, using internal tools
  • Worked with a small team to remake all in-game venues
  • Baked shadows into the venues using lighting and vertex colors
  • Created level shader effects
  • Remade the 3d elements of the main menu
  • Animated in-game cameras
  • Managed an art intern to succeed through difficult venue schedule

Snakes Subsonic (NGage)

  • Lead Artist
  • Modeled and textured 3d assets
  • Created and implemented all particle effects in the game, using internal tools
  • Created and scripted the GUI, with horizontal and vertical orientations, EFIGS compliant
  • Worked directly with Nokia to define style and overall look of the game

Internal High-Rez Tank Demo (PC)

  • Modeled high-rez and low-rez versions of player tanks and level assets
  • Textured tanks and level assets using diffuse, specular, normal and glow maps

Marvel: Ultimate Alliance (GBA)

  • Animated characters
  • Rendered and composited sprites from 3d animated characters

Elder Scrolls: Oblivion (Cell)

  • Designed and scripted levels
  • Helped write player dialog
  • Created particle effects

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2002 – 2005 University of Texas at Dallas Richardson, TX

BA in Arts and Technology

2000 – 2002 Texas A&M College Station College Station, TX

Computer Science Major


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  • Autodesk Maya
  • Pixologic Zbrush
  • Luxology Modo
  • Adobe Photoshop
  • Perforce
  • Subversion
  • Crazybump
  • Xnormal
  • Bugzilla
  • FogBugz
  • NVidia meLODy
  • Cosmigo Pro Motion

aboutme

Hi!  My name is Wes Parker, and I’ve been a 3d/effects artist for 4 years.  I really love the teamwork and ever-changing environment which is the hallmark of the game industry.  Currently, I am teaching a zbrush course at UT Dallas, sponsored by the Arts and Technologies Student Association.  Additionally, I am the Secretary for the Dallas chapter of the IGDA.

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