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- Showreel 2007
- Resumé
- Personal information
Wesley Tack (Mr.)
Galgenveldstraat 29
8700 Tielt, BelgiumDate of Birth: 1980/09/15
Nationality: BelgianCell phone: (0032)475843270
Website: www.wesleytack.com
Mail/MSN: info@wesleytack.com___________________________________________________________________________________________________
- Skills
Environment art
Level design
Modeling/Texturing
2D/3D graphics
Game design
Construction design___________________________________________________________________________________________________
- Software
Adobe Photoshop
Autodesk 3D Studio Max
PC/XBOX360/Playstation3
Unreal3
Half-Life² Source
Frostbite 1.0
Quake 3 GtkRadiant
Sony Vegas___________________________________________________________________________________________________
- Employment
Digital Illusions CE
P.O. Box 20068
Katarinavägen 15
104 60 Stockholm, Sweden
2007 – 2009
Mirror’s Edge
I was hired by DICE to work as an environment artist on Mirror’s Edge which was build on the Unreal3 engine. Soon after I got hired I received the opportunity to work on the company’s internal demo level of the game to be shown at GPMM, e.g., The Edge, which later served as the first level of the game. I initially started as an environment artist, but soon after due to tight deadlines I also focused on level design and Illuminate Labs lighting system to speed up the progress. I ended up working on three of the games ten levels, e.g., The Edge, New Eden and Kate.Battlefield: Bad Company 2
After my work on Mirror’s Edge was completed I was moved to another one of DICE’s projects: Battlefield: Bad Company 2. I mainly worked on two multiplayer levels (White Pass and Nelson Bay) and partially on a single player level (No One Gets Left Behind). For this I had to learn FrostBite 1.0 the studios in-house engine. My job on this project was mainly to define the main outlines of the level, sculpting the terrain and laying down the first art pass to work well with level design and work in favor of the strategic elements the game play has to offer.
Metaalconstructie Tack Roland bvba
Westerlaan 7, bus 21
8790 Waregem, Belgium
1998 – 2007
Designed new office system, streamlining billing process. Implemented and maintained new company website. Moved company into digital realm through use of CNC technology. Implemented new computer controlled equipment, trained other employees in use of equipment and CNC software. Helped steer business into higher profit levels due to streamlining of existing process and implementation of new processes. Proficient at welding and anything construction related.
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- Freelance
Alcazar-Entertainment
Los Angeles
2007
Modeling and texturing a race track for the Half-Life² Source engine. Importing of all assets. Adding vehicle support for prototype concept.
Pixel Director
Australia
2005
Modeling and texturing of several environment assets.
Francis Chaillet
France
2004
Modeled a high poly “VBCI Wheeled Infantry Fighting Vehicle” for a presentation DVD. Additional exterior and interior renders were delivered from multiple angles.
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- Personal
Off Limits
2003 – 2010
As co-founder and co-leader I was in charge of most of the visual aspects from conceptual state to final. Collaborating with artists from around the globe was one of my tasks. My skill set grew as time went on, I started modeling and texturing, moved on to level design and environment art to designing and creating the UI for the game. I also made sure the whole art direction stayed constant and all assets that ended up in the game were up to par with the direction we were going for.