Wesley P Eldridge

Wesley P Eldridge Email and Phone Number

Game Developer and Technical Artist making pixels dance @ Singularity 6
los angeles, california, united states
Wesley P Eldridge's Location
Henderson, Nevada, United States, United States
About Wesley P Eldridge

Wesley P Eldridge (WizTheRed) is a Las Vegas based technical artist with an emphasis on shaders, VFX, and tools development in Unreal, excitedly exploring the cutting edge of game development, interactive storytelling, trans-media, and gorilla game development. A multi-disciplinarian with extensive experience working with PC, console, VR / AR, and mobile platforms.

Wesley P Eldridge's Current Company Details
Singularity 6

Singularity 6

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Game Developer and Technical Artist making pixels dance
los angeles, california, united states
Website:
singularity6.com
Employees:
38
Wesley P Eldridge Work Experience Details
  • Singularity 6
    Specialist Technical Artist
    Singularity 6 Jun 2024 - Present
    • Shipped Palia on PC, Steam, and Switch• Create a robust, artist-friendly, performant shader stack for Cosmetics and characters in a stylized PBR live service game.• Work directly with Team Leadership, Concept artists, Character Artists, FX Artists, and Technical Animators to establish and push the quality bar for FX and shader fidelity. Also helped establish the “What If” idea space in early cosmetics planning to maximize player impact and product value.• Proposed an alternative method of leveraging our shader stack and tools to significantly de-scope and de-risk a new product vertical significantly improving the overall ROI for the feature.• Help establish performance budgets and asset authoring standards with Character Lead and Technical Animation teams.• Improved Environment and VFX shader performance and fidelity.• Extensive work related to performance optimizations for characters and environments to ship on Switch.• Work in a semi-autonomous manner to balance task load, supporting other teams, and doing feature RND to make sure we are ahead of the curve on feature development and tech-debt.• Wrote a variety of tools to validate PBR, lighting environment, and streamline asset generation.• Mentor other character artists and tech artists about Shaders and shader best practices, modeling techniques, environment / HLOD optimization, and Blueprint best practices / code reviews.• Wrote C++ plugins for use in Cosmetics for implementing material WPO springs and other pop-in effects in a performant manner. • Support Lighting needs and post process refactors before a dedicated lighting artist was hired.
  • Singularity 6
    Senior Technical Artist
    Singularity 6 Nov 2022 - May 2024
    • Shipped Palia on PC, Steam, and Switch• Create a robust, artist-friendly, performant shader stack for Cosmetics and characters in a stylized PBR live service game.• Work directly with Team Leadership, Concept artists, Character Artists, FX Artists, and Technical Animators to establish and push the quality bar for FX and shader fidelity. Also helped establish the “What If” idea space in early cosmetics planning to maximize player impact and product value.• Proposed an alternative method of leveraging our shader stack and tools to significantly de-scope and de-risk a new product vertical significantly improving the overall ROI for the feature.• Help establish performance budgets and asset authoring standards with Character Lead and Technical Animation teams.• Improved Environment and VFX shader performance and fidelity.• Extensive work related to performance optimizations for characters and environments to ship on Switch.• Work in a semi-autonomous manner to balance task load, supporting other teams, and doing feature RND to make sure we are ahead of the curve on feature development and tech-debt.• Wrote a variety of tools to validate PBR, lighting environment, and streamline asset generation.• Mentor other character artists and tech artists about Shaders and shader best practices, modeling techniques, environment / HLOD optimization, and Blueprint best practices / code reviews.• Wrote C++ plugins for use in Cosmetics for implementing material WPO springs and other pop-in effects in a performant manner. • Support Lighting needs and post process refactors before a dedicated lighting artist was hired.
  • Hardsuit Labs
    Lead Technical Artist
    Hardsuit Labs Sep 2019 - Dec 2022
    Seattle, Washington, United States
    Fortnite | Co-Development with Epic Games• Create reactive / dynamic material functions for Fortnite skins to closely match stylistic and IP considerations. Chivalry 2 | Co-Development with Torn Banner and Tripwire Interactive• Evaluate established shaders, content library, and levels for Raytracing viability• Create drop in material functions, content examples, and work estimates for implementing Raytracing across the project.Vampire The Masquerade : Bloodlines 2Additional responsibilities after moving to Lead role• Took leadership role with the Technical Art and VFX Departments. Also managed VFX outsource.• Managed 3 direct reports with a focus on mentorship and technical skill development.• Collaborated with Tech-Design and Engineering to define a Blueprint coding and review standard for the entire studio across multiple projects.• Lead art reviews to ensure art targets are being hit on time and in budget
  • Hardsuit Labs
    Technical Artist
    Hardsuit Labs Nov 2017 - Sep 2019
    Seattle, Wa
    Vampire The Masquerade : Bloodlines 2• Find interesting solutions to technical and visual problems.• Bridge the gap between art, design, and engineering departments.• Developed VFX and post-process effects with a focus on performance and maintaining framerates under challenging hardware conditions.• Create and maintain the Environment, Character, and VFX shader libraries.• Establish memory and frame-time budgets with Environment, Character, and VFX Departments.• Built an Unreal Editor tools framework using UMG and Editor Utility Widgets with a focus on unifying the developer experience across disciplines and facilitating the rapid prototyping and delivery of tools asks.• Build a wide variety of tools upon this framework. Examples include asset zoo generation, level voxelization and volume texture generation for dynamic weather, GPU based Christmas lights and location generation on meshes, PBR compliance viewer, bulk auditing tools and editing of large data sets such as conforming all static meshes to pre-defined LOD and collision standards.• Created a variety of dynamic systems including breakable glass, dynamic rain, destructible props and vehicles, blood and gore, etc.• Produced Houdini to Unreal pipelines for creating VFX source art.
  • Various Clients
    Independent Contractor
    Various Clients Jul 2009 - Nov 2017
    Seattle, Wa
    Created production art, animation, materials, and tools for a variety of small studios and independent clients.Team roles I've filled include Art Director, Lead Artist, Technical Artist, VFX Artist, Animator, UI/UX Designer, Environment Artist, Character Artist, Illustrator, Narrative Designer, and Concept Artist.Clients Include:• Tomorrow Today Labs• Strong Suit Games• Stumbling Cat• OssOVR• BendVR
  • Acro Service Corp
    Contract Quality Assurance Tester
    Acro Service Corp Mar 2007 - Jul 2008
    Phoenix, Az
    Performed Quality Assurance for THQ. Tested pre-release software for defects and 1st party standards violations across XBOX 360, PS3, WII, and DS platforms. Credited on Eight shipped titles.

Wesley P Eldridge Education Details

Frequently Asked Questions about Wesley P Eldridge

What company does Wesley P Eldridge work for?

Wesley P Eldridge works for Singularity 6

What is Wesley P Eldridge's role at the current company?

Wesley P Eldridge's current role is Game Developer and Technical Artist making pixels dance.

What schools did Wesley P Eldridge attend?

Wesley P Eldridge attended Art Institute Of Phoenix.

Who are Wesley P Eldridge's colleagues?

Wesley P Eldridge's colleagues are Stephen Rosemary, Elizabeth Arnold, Kimberly Marlis, John L., Scott Spalding, Alex Medina, Christoph Schoch.

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