Wesley P Eldridge
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Wesley P Eldridge Email & Phone Number

Game Developer and Technical Artist making pixels dance at Singularity 6
Location: Henderson, Nevada, United States 6 work roles 1 school
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Current company
Role
Game Developer and Technical Artist making pixels dance
Location
Henderson, Nevada, United States
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Who is Wesley P Eldridge? Overview

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Wesley P Eldridge is listed as Game Developer and Technical Artist making pixels dance at Singularity 6, a with 38 employees, based in Henderson, Nevada, United States. AeroLeads shows a matched LinkedIn profile for Wesley P Eldridge.

Wesley P Eldridge previously worked as Specialist Technical Artist at Singularity 6 and Senior Technical Artist at Singularity 6. Wesley P Eldridge holds Bachelor'S Degree, Game Art And Design from Art Institute Of Phoenix.

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Singularity 6

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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.

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Singularity 6
Singularity 6
Game Developer and Technical Artist making pixels dance
los angeles, california, united states
Employees
38
AeroLeads page
6 roles

Wesley P Eldridge work experience

A career timeline built from the work history available for this profile.

Specialist Technical Artist

Current

• 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.

Jun 2024 - Present

Senior Technical Artist

• 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.

Nov 2022 - May 2024

Lead Technical Artist

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

Sep 2019 - Dec 2022

Technical Artist

Hardsuit Labs

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.

Nov 2017 - Sep 2019

Independent Contractor

Various Clients

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

Jul 2009 - Nov 2017

Contract Quality Assurance Tester

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.

Mar 2007 - Jul 2008
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1 education record

Wesley P Eldridge education

FAQ

Frequently asked questions about Wesley P Eldridge

Quick answers generated from the profile data available on this page.

What company does Wesley P Eldridge work for?

Wesley P Eldridge works for Singularity 6.

What is Wesley P Eldridge's role at Singularity 6?

Wesley P Eldridge is listed as Game Developer and Technical Artist making pixels dance at Singularity 6.

Where is Wesley P Eldridge based?

Wesley P Eldridge is based in Henderson, Nevada, United States while working with Singularity 6.

What companies has Wesley P Eldridge worked for?

Wesley P Eldridge has worked for Singularity 6, Hardsuit Labs, Various Clients, and Acro Service Corp.

Who are Wesley P Eldridge's colleagues at Singularity 6?

Wesley P Eldridge's colleagues at Singularity 6 include Chris Mathews, Banti Sarkar, Elizabeth Arnold, Lorena Lowery, and Ashley Patrick.

How can I contact Wesley P Eldridge?

You can use AeroLeads to view verified contact signals for Wesley P Eldridge at Singularity 6, including work email, phone, and LinkedIn data when available.

What schools did Wesley P Eldridge attend?

Wesley P Eldridge holds Bachelor'S Degree, Game Art And Design from Art Institute Of Phoenix.

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