WES PARKER
Wes.r.parker@gmail.com
www.squidsauce.net
(512)426-0567

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

7/2009 - Current - Hellfire Games, Austin, Tx
Contract Artist
1/2005 - 7/2009 - Barking Lizards Technologies Plano, Tx
Artist

Unannounced Multiplayer Title
* Modeled high-rez and low-rez versions of game-ready assets, including vehicles, skybox and all scene props
* Textured models using diffuse, spec, normal and luminosity maps
* Created and implemented all particle effects and effect meshes
* Concepted and implemented the gui
* Used the engine’s scripting system to define the behavior of effects, objects and weapons
Spongebob: Truth or Square (PSP)
* 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 (Mobile)
* 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 (Mobile)
* 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
* Autodesk 3ds Max
* 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 changing environment of the game industry. Currently, I am an independent contractor as well as the Secretary for the Dallas chapter of the IGDA.





