Wes Parker

Lead / Senior Character Artist

Carlsbad, CA, USA

Work Experience


Lead Character Artist

Unannounced Project
- Sculpted, modeled and textured main characters and enemies.

- Managed a small character outsourcing team to meet high expectations.

- Posed characters in Zbrush for presentation to publisher executives.

- Implemented outsourcing assets into our build

- Joined the environment team for a short push, creating hero pieces and placed them into a beautiful corner.

- Created spreadsheets with estimated timelines for future development.

- Met with Design and helped prototype game functionality through Blueprint.

- Created meshes and fx specifically for prototyping purposes.

- Provided drawovers, and communicated shifting studio needs to outsourcing.

- Mentored fellow employees who are not used to Unreal in the proper use of UE4 and Blueprint.

- Interviewed prospective hires and helped build the team from 6 to 24.

March 2017 - June 2018 California, United States


Environment Artist

Unannounced Title

- Worked along with the team to implement a new art style.

- Created 3d art which was used as a style example for other artists on the team.

- Worked with designers to prioritize and create greybox and pre-production assets.

- Helped build vignettes to showcase new art style and proper asset usage.
September 2016 - March 2017 Washington, United States

DrySocket Software

Art Director

- Owned and operated a small business, making cosmetic items for established games.

- Coordinated with eSports players and casters to design, create and market eSports branded cosmetics through the Steam Workshop.

- Concepted, modeled, skinned and textured cosmetic items.

- Created FX and marketing art for cosmetic items.

- Traveled to conventions to meet with fans.
January 2012 - July 2016 Washington, United States

Gearbox Software

Senior Character Artist

Multiple Titles

- Sculpted High Poly character models for Enemies, NPC and Player variations.

- Sculpted, modeled and textured environment assets when needed.

- Led Art Team's efforts for Borderlands 2 optimization.

- Was the Art Lead for Borderlands: The Pre-Sequel until I left the studio.

- Major contributor to outsourcing feedback for enemies, environments and character variations for BL2.

- Created several marketing campaign screenshots for BL2.
September 2009 - October 2013 Texas, United States

Barking Lizards Technologies


- Coordinated a team of animators and artists to achieve difficult timelines.

- Scheduled and planned tasks for artists under my direction.

- Researched and taught new technologies to the team.

- Led a small group of artists to remake outsourcing environments in a very narrow timeframe.

- Concepted, modeled, textured and animated for a wide range of platforms.

- Sole FX artist for many titles
2004 - 2009 Texas, United States


University Of Texas At Dallas

Bachelor of Arts and Technologies

Focused on game art, with some courses in game design and theory.
2002 - 2004 Texas, United States

Texas A&M University

Computer Science Major

2001 - 2002 Texas, United States


3D Coat, 3ds Max, Agile Development, Confluence, Jira , Marmoset Toolbag, Marvelous Designer, MAYA, Perforce, Photoshop, Python, Retopology, Scrum, Sculpting, Skinning, Source Engine, Source Filmmaker, Substance Designer, Substance Painter, UE4 Blueprint, Unity, Unreal 3, Unreal 4, ZBrush,


cycling, gardening, games, strip kayak building, home projects, drawing, fitness

Games Published

Borderlands 2 (Multiplatform)
Borderlands 2: Tiny Tina's Assault on Dragon Keep (Multiplatform)
Aliens: Colonial Marines (Multiplatform)
Duke Nukem Forever (Multiplatform)
Borderlands DLC - The Secret Armory of General Knoxx (Multiplatform)
Spongebob: Truth or Square (PSP)
School of Rock: Naked Brothers Band (Wii PS2)