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Wesley P Eldridge
Wesley P Eldridge
Lead Technical and VFX Artist
Seattle, United States

Summary

The lead technical artist and VFX artist at Hardsuit Labs. Interested in all facets of videogame development, always looking to push the storytelling potential of the medium and build cool stuff.

Skills

Art DirectionVFXEnvironment Modeling3D AnimationCharacter ModelingUI Design2D AnimationConcept ArtIllustrationStorytellingRapid PrototypingMechanics Design

Software proficiency

Unreal Engine
Unreal Engine
Visual Studio
Visual Studio
ZBrush
ZBrush
Photoshop
Photoshop
Houdini
Houdini
3ds Max
3ds Max
Substance 3D Designer
Substance 3D Designer
Substance 3D Painter
Substance 3D Painter
Unity
Unity

Productions

    • Video Game
      Vampire the Masquerade - Bloodlines 2
    • Year
      2021
    • Role
      Lead Technical Artist, VFX Lead
    • Company
      Hadsuit Labs
    • Video Game
      VR Orthopedic Surgery Simulation
    • Year
      2017
    • Role
      Production art, Pipeline development, Environment artist
    • Company
      OssoVR
    • Commercial / Advertisement
      5 Charms
    • Year
      2017
    • Role
      Ui Artist, 2D Animator, VFX Artist, Responsible for all non-campaign related art assets
    • Company
      Strong Suit Games
    • Video Game
      Fatima
    • Year
      2017
    • Role
      Single Developer
    • Company
      PrismaSlice
    • Video Game
      Unannounced Virtual Reality Project
    • Year
      2016
    • Role
      Lead Visual Artist, Mentor
    • Company
      Tomorrow Today Labs
    • Video Game
      Ashes of Eden
    • Year
      2018
    • Role
      Team Lead, Art Director, Mechanics Design, Lead Developer
    • Company
      self
    • Video Game
      Potions: A Curious Tale
    • Year
      2018
    • Role
      Character Artist, 2D Animator, VFX artist
    • Company
      StumblingCat

Experience

  • Lead Technical Artist, VFX Lead at Hardsuit Labs
    Seattle, WA, United States of America
    November 2017 - Present

    Created a variety of dynamic gameplay systems, shaders. and pipelines.

    Dynamic gameplay systems include Dynamic surface water, rain, Gerstner ocean waves, dynamic blood and gore, breakable glass, vehicle damage, volumetric fog and smoke, and various Vampire sight/sense modes. Solely responsible for developing and maintaining the master material shaders for Post Processes, Environment, VFX, and Character art. Developed an in-house UE4 plugin and UI framework leveraging unreal's blutilities and later editor scripting to enable tech-art to rapidly prototype and deploy new tools and pipelines for various departments based on their content and process needs.

    Responsible for Level Streaming set-up and structure, collaborating with other departments to stand up and roll-out that system. Also responsible for identifying memory and performance concerns and working with Environment, Engineering, and Character Art to address those needs. This includes working with both PC and console platforms.

    Collaborated with Engineering and Tech Design to develop Blueprint coding standards and stand-up a project-wide Blueprint review process.

    In 2019 I also took on the responsibilities of the VFX Department lead to ensure VFX hit quality and performance goals and was responsible for managing and directing remote outsourcing resources. Created a number of Houdini graphs, and simulations for generating high-quality source art rapidly. Built many of the game's VFX while leading other members of the VFX team to make up a nearly 12-month scheduling deficit without asking the VFX team to work any overtime.

  • Independent Contractor at Self
    Seattle, United States of America
    May 2009 - February 2017

    Provides game development services to multiple concurrent clients while meeting tight deadlines. Wears multiple hats, identifies client needs, and fills various roles as each project requires.