My name is Wes Parker, and I've been in the games industry for 20 years. I'm a skilled Unreal generalist with a background in Character and Environment art. I've led teams of all sizes to accomplish beautiful results. Professionally, I love surrounding myself with motivated, inspired people in an environment which embraces learning, trust and honesty.
At home and off the clock, I love my dogs, cooking, and gardening. I'm never quite complete unless I'm making something new. I also love playing games as much as making them.
-Responsible for pipeline solutions for Environment, Character, Technical Art, VFX and Outsourcing.
-Hiring manager for Environment, Character, Technical Art, VFX, and Outsourcing.
-Managed career growth, staffing decisions, 1:1s, and conflict resolution for direct reports with a focus on honesty and trust.
-Met regularly with Department Leads to prioritize and align on future tasking and resolve conflicts.
-Managed the outsourcing and co-development efforts with help from Production and Outsourcing Manager. Vetted partners, created SOWs and RFPs, compiled initial documentation, and provided art / feature feedback.
-Responsible for documentation surrounding Environment, Performance, Character and -Technical Art with a focus on useability and scaling through outsourcing.
-Resident studio Unreal expert, helping peers across all departments.
-Managed the studio’s Onboarding Buddy and Team Building programs, bringing the studio together and building a strong culture through special events and post mortems.
-Contributed several C++ features to the codebase to solve specific game design needs.
Created project Art Style and shared vision with the team using key Environment, Character and Technical Art assets.
Responsible for all staffing, 1:1s and conflict resolution within the Art Team.
Managed all studio outsourcing and art documentation.
-Sculpted, modeled and textured main characters and enemies.
-Managed a small character outsourcing team and provided visual and written feedback.
-Posed characters in Zbrush for presentation to publisher executives.
-Mentored fellow employees who are not used to Unreal in best practices in Unreal and Blueprint.
-Prototyped new Painterly 3D Art Style through creation of example assets and in-game vignettes.
-Designed and created cosmetic items for DOTA and CS:GO, focused on supporting eSports and streaming personalities.
-Sculpted, modeled, textured Enemy, NPC, Player, and Environment assets as needed across multiple projects.
-Key contributor to Environment Art Optimization for Borderlands 2.
-Outsourcing feedback for Enemies, Environments and Character Art.
-Style ambassador sent off-site to demonstrate and explain the Borderlands Art Style to partnering studios.
-Researched and taught new technologies to the team.
-Concepted, modeled, textured, animated and built VFX for a wide range of projects and platforms.