Contact info

    About

Hey There! First of all thank you for visiting my page and taking the time to get to know my work. I would like to introduce myself further and let you know who I really am.

My name is Wesley Tack and I’m from the land of chocolate and beer, Belgium. All my life I’ve grown up around the texture filled world of metal construction. Because of this I’ve had a stream of endless opportunities to learn a lot on how machines function, how buildings are constructed, and how mechanics forge through the daily grind in such heavy operations. The knowledge I’ve acquired through the years of experience in such environments has led me to find my passion. Not, as you might imagine, in participating myself in construction, but recreating them in virtual worlds as a professional level designer and environment artist.

I became aware of virtual worlds when I picked up and played Quake and the offline world soon grew to become a virtual online one. The ability to create worlds that myself and others could have endless fun in seemed too good to be true. I couldn’t help but gravitate deeper into the depths of this new found ability. Today’s tools go beyond environmental design, far beyond, and I am no stranger to them. I explore these worlds as any explorer would, with intrigue and wonder. However there is a special place in my life and my heart for building realities.

I started my journey building environments for Quake2 and Quake3Arena, took the leap to Half-Life² where I delved into the world of modifications. Only a short while ago I got the chance to join EA’s DICE and help build Mirror’s Edge and Battlefield: Bad Company 2. It was a wonderful experience that gave me first hand knowledge of what it was like to work with a studio and see the gaming industry from the inside.

I plan to keep exploring and keep discovering, enhancing my understanding of things known and unknown along the way.

    Wesley Tack

    Contact information

Wesley Tack
Galgenveldstraat 29
8700 Tielt, Belgium

Cell phone: (0032)475843270
Mail/MSN: info@wesleytack.com

    Showreel 2007

 

    Resumé
  • Personal information
      Wesley Tack (Mr.)
      Galgenveldstraat 29
      8700 Tielt, Belgium

      Date of Birth: 1980/09/15
      Nationality: Belgian

      Cell phone: (0032)475843270
      Website: www.wesleytack.com
      Mail/MSN: info@wesleytack.com

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  • Skills
      Environment art
      Level design
      Modeling/Texturing
      2D/3D graphics
      Game design
      Construction design

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  • Software
      Adobe Photoshop
      Autodesk 3D Studio Max
      PC/XBOX360/Playstation3
      Unreal3
      Half-Life² Source
      Frostbite 1.0
      Quake 3 GtkRadiant
      Sony Vegas

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  • Employment
        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.

        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
        Modeling and texturing a race track for the Half-Life² Source engine. Importing of all assets. Adding vehicle support for prototype concept.
        Modeling and texturing of several environment assets.
        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
        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.

 
 

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