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Wes Wheeler
Wes Wheeler
Lead Concept Artist @ Dogfish Games- formerly Riot/Hirez/SOE
Los Angeles, United States

Summary

I'm a Concept artist focusing on environments, formerly Riot Games/Hi-Rez/Sony Online Entertainment.
I got my start in games working at SOE on the orignal Everquest as a concept artist. There i worked on several other games including Everquest 2 and eventually EQ Next as lead concept artist.
From there i went on to HiRez Studios working on Paladins, Smite, Rogue Company and TKO, spending most of my time on Paladins and Smite with some amazing people.
Eventually I moved to Riot where i spent time as an FX and storyboard artist for levelups on Legends of Runeterra and eventually moved to Valorant where I aided in several maps before shifting to work at an indie studio with former co-workers as concept lead at Dogfish Games.

Skills

Concept Art3D ModelingConcept DesignEnvironment Design

Software proficiency

Photoshop
Photoshop
Maya
Maya
xNormal
xNormal
ZBrush
ZBrush
Corel Painter
Corel Painter
Hansoft
Hansoft
3ds Max
3ds Max

Productions

    • Video Game
      Valorant
    • Year
      2020
    • Role
      Senior Concept artist
    • Company
      Riot
    • Video Game
      Legends of Runeterra
    • Year
      2020
    • Role
      Storyboard artist, FX concept artist, background artist, animation
    • Company
      Riot
    • Video Game
      Smite
    • Year
      2014
    • Role
      Senior Concept Artist
    • Company
      Hi-Rez Studios
    • Video Game
      Rogue Company
    • Year
      2020
    • Role
      Concept Artist
    • Company
      Hi-Rez Studios
    • Video Game
      Paladins
    • Year
      2016
    • Role
      Concept Artist
    • Company
      Hi-Rez Studios
    • Video Game
      Landmark EQNext
    • Year
      2015
    • Role
      Principal/Lead Concept Artist
    • Company
      SOE/Daybreak Studios
    • Video Game
      Everquest 2
    • Year
      2005
    • Role
      Concept Artist
    • Company
      Sony Online Entertainment
    • Video Game
      Everquest
    • Year
      1999
    • Role
      Concept Artist
    • Company
      Sony Online Entertainment

Experience

  • Senior Concept Artist at Riot Games
    Los Angeles, Ca, US
    May 2021 - May 2024

    • Independently concepted and presented a map pitch that was selected for future implementation as one of the new maps.

    • Supported the growth of junior employees by offering art feedback, mentorship, and facilitating knowledge exchange within the team.

    • Fostered close working relationships with level designers and narrative leads, engaging in frequent communication to align thematic elements with gameplay mechanics or tech needs.

    • Provided creative VFX concepts, storyboarding, and animated concepts for various elements, including spell effects, for Legends of Runeterra.

    • Collaborated with international art outsourcing teams, delivering constructive feedback on art direction, color theory, animation quality, and design language.

  • Senior Concept Artist at Hi-Rez Studios
    Alpharetta, GA, US
    November 2015 - April 2021

    • Created environment concept art for SMITE over several years, designing stylized map visuals inspired by a variety of historical architectures including Egyptian, Norse, and Babylonian.

    • Contributed to Paladins from early alpha through launch, starting with quick ideation sketches and evolving into more polished mood pieces. Led the visual development of an original pitch I created and presented, which was ultimately selected by the team.

    • Jumped teams on occasion to provide support as needed— returning to Paladins to support the concept team on launching several major updates, (then immediately after) jumping over to help launch Rogue Company, and contributing early visual/style exploration for Divine Knockout (DKO).

  • Principal Concept Artist/Lead at SOE/Daybreak Studios
    San Diego
    March 2007 - April 2015

    • Started as a student Temp Concept Artist, transitioned to full-time, and eventually progressed through ranks to Lead Concept Artist.

    • Created long-term schedules while constantly communicating across disciplines like design and production to hit the team’s deadlines

    • Led the concept team in creating comprehensive style guides for races and environments, equipping 3D artists with clear direction to effectively realize biomes in production.

    • Supported asset production when needed with ZBrush and Maya, sometimes fully transitioning to 3d for months at a time as was needed early on when the team was small.