WES PARKER
Wes.r.parker@gmail.com
(512)426-0567
To continue my personal artistic growth while crafting beautiful and creative art, within a fulfilling environment.
1/2005 – Current Barking Lizards Technologies Plano, Tx
Artist
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
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
- Autodesk Maya
- Pixologic Zbrush
- Luxology Modo
- Adobe Photoshop
- Perforce
- Subversion
- Crazybump
- Xnormal
- Bugzilla
- FogBugz
- NVidia meLODy
- Cosmigo Pro Motion
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.