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3D Game Artist

Resume Example

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ARIA THOMPSON

Senior 3D Game Artist | Characters, Environments, Real-Time Pipelines

+1 (415) 987-6543

[email protected]

San Francisco, CA

linkedin.com/in/aria-thompson

artstation.com/arialogic

Certifications

Unity Certified Developer - 3D

Coursework focused on Unity scripting basics, asset setup, and performance-minded 3D workflows.

Professional Summary

Senior 3D game artist with 5+ years of experience building stylized and realistic assets for PC, console, and mobile titles. Strong background in modeling, texturing, and engine-ready asset delivery for characters, props, and environments. Known for clean production handoffs, practical optimization, and close collaboration with design, tech art, and lighting teams.

Work Experience

Senior 3D Game Artist

07/2022

GameCraft Studios

San Francisco, CA

Built high- and mid-poly character, prop, and creature assets for live-service and RPG titles, keeping silhouettes readable across gameplay and cinematic cameras.

Partnered with tech art to optimize materials, LODs, and shader setups, cutting scene performance costs on target hardware by 18% without reducing visual quality.

Contributed environment sets and hero assets across three shipped titles, aligning models and textures with concept art, rigging, and animation requirements.

Created reusable trim sheets, material libraries, and review checklists that shortened asset iteration cycles for the art team.

3D Game Artist

01/2020 - 06/2021

Virtual Realm Development

San Francisco, CA

Produced low-poly environment and prop sets for mobile game levels, balancing visual polish with texture memory and draw-call limits.

Completed eight multiplayer map scenes from blockout to final polish, coordinating with level design to support readability, cover placement, and performance goals.

3D Game Artist

07/2019 - 12/2019

Reality Engine Games

San Francisco, CA

Modeled and textured character variants and interactive props for episodic game content, maintaining consistency with the studio's style guide.

Prepared clean UVs, bake files, and export packages that reduced rework for rigging and animation during milestone deliveries.

Education

Bachelor of Fine Arts in Digital Art and Animation

09/2013 - 05/2017

San Francisco State University

San Francisco, CA

Projects

Procedural Forest Generation

Built a procedural forest environment for a VR prototype using Python tools, Blender, and Unity. Automated tree placement and variation passes to speed up level dressing and leave more time for lighting and composition polish.

artstation.com/arialogic/project/procedural-forest-generation

Why This Template Works

This resume example is optimized for ATS by highlighting specific technologies and projects that Aria Thompson has utilized in her career. It begins with a professional summary emphasizing real-time ray tracing and AI-driven modeling, aligning with current industry trends. The work experience section includes detailed achievements using advanced tools like Unity and Unreal Engine, making it easier for recruiters to identify candidates who can quickly adapt to new technologies. Additionally, the inclusion of relevant projects showcases Aria's ability to create high-quality assets and enhance visual storytelling in interactive entertainment.

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How to Write This Resume

How to Write This Resume

Expert guidelines and best practices for each section of your resume.

01

Contact

Contact

First Name Last Name City, State, Zip Code Phone Number | Email Address LinkedIn Profile URL | Portfolio URL (Optional)

General Guidelines

Your contact information is the first section recruiters see. Keep it concise and professional. Ensure your email address is appropriate (e.g., [email protected]). Include your LinkedIn profile for a comprehensive view of your professional journey. A portfolio or personal website is recommended for creative, technical, or design roles.

Avoid This

Do not include your full physical address (street number/name) for privacy reasons. Avoid including personal details like marital status, age, photo, or social security number unless specifically required in your country. Do NOT include GitHub links for artists - use ArtStation, Behance, or portfolio sites instead.

Real Examples

See clear examples of how to format contact details effectively.

Don't

John Doe 1234 Random St, Apt 56 New York, NY 10001 [email protected] github.com/aliciacode Single, 28 years old

Do

Alicia Chen Los Angeles, CA (555) 123-4567 | [email protected] linkedin.com/in/aliciachen | artstation.com/aliciachen

Quick Tips

  • Use a professional email address (firstname.lastname format)
  • Ensure your voicemail is set up and professional
  • Double-check your phone number and email for typos
  • Make your LinkedIn URL custom (linkedin.com/in/yourname)
  • Use ArtStation or Behance for artist/designer portfolios

02

Summary

Summary

Professional Title

Senior 3D game artist with experience creating game-ready characters, props, and environments for real-time engines. Combines strong modeling and texturing fundamentals with practical optimization for performance, readability, and smooth collaboration across art, design, and tech art.

General Guidelines

A professional summary is your elevator pitch. It should be 3-5 sentences long, summarizing your experience, key skills, and major achievements. Tailor it to the job description by using relevant keywords. Focus on what makes you unique and the value you bring to potential employers.

Avoid This

Avoid generic objectives like 'Looking for a challenging role to grow my skills.' Recruiters want to know what value you bring to them, not what you want from them. Don't use first-person pronouns (I, me, my). Keep it concise and impactful.

Real Examples

Compare a weak objective with a strong professional summary.

Don't

Objective: I am an experienced 3D artist seeking to work in the gaming industry where I can continue honing my skills and contribute to exciting projects.

Do

Senior 3D Game Artist with 5 years of experience, specializing in real-time ray tracing and machine learning for procedural generation. Developed high-fidelity character models for AAA titles, increasing visual realism by 20%. Skilled in ZBrush, Substance Painter, Unity, and Unreal Engine.

Quick Tips

  • Quantify achievements where possible (e.g., 'Increased revenue by 20%')
  • Keep it under 5 lines for readability
  • Use strong action verbs to start sentences
  • Tailor the summary to match the job description

03

Skills

Skills

Technical Skills

  • Languages: [List]
  • Frameworks: [List]
  • Tools: [List]

Soft Skills

  • [Skill 1], [Skill 2], [Skill 3]

General Guidelines

Group your skills logically (e.g., Languages, Frameworks, Tools). Focus on hard skills relevant to the job. List skills in order of proficiency or relevance. Soft skills are better demonstrated through bullet points in your experience section rather than a bare list.

Avoid This

Do not list skills you are not comfortable using in an interview. Avoid using progress bars or percentages to rate your skills (e.g., 'Java: 80%') as they are subjective and often misinterpreted. Don't include outdated technologies unless specifically required.

Real Examples

Practical example showing do's and don'ts for skills

Don't
  • Outdated software like Maya 2015
  • Unreal Engine basics only (version not specified)
  • No mention of specific tools like Substance Painter or ZBrush versions used
Do
  • Up-to-date knowledge of real-time engines such as Unity and Unreal Engine, including version numbers (e.g., Unity 2023.1, Unreal Engine 5.1)
  • Proficiency with advanced character modeling software like ZBrush 2024
  • Experience with texture creation tools like Substance Painter 2023

Quick Tips

  • Highlight your proficiency with the latest versions of industry-standard software.
  • Specifically mention any certifications or courses taken to improve your skills, especially those related to real-time rendering and AI-driven modeling.
  • Quantify your achievements where possible (e.g., 'Reduced render times by 20% on complex environments').
  • Include any relevant experience with emerging technologies like real-time ray tracing and machine learning for procedural generation.

04

Experience

Experience

Job Title | Company Name | Location Month Year – Month Year

  • Action Verb + Context + Result (Quantified)
  • Led [Project] resulting in [Outcome]...
  • Collaborated with [Team] to implement [Feature]...

General Guidelines

This is the core of your resume. Use reverse-chronological order (most recent first). Start each bullet with a strong action verb. Focus on achievements and impact, not just duties. Use numbers to quantify your impact (dollars, percentages, time saved, users affected). Show progression and increasing responsibility.

Avoid This

Avoid passive language like 'Responsible for...' or 'Tasked with...'. Don't list every single daily task; focus on significant contributions and measurable outcomes. Avoid jargon that recruiters outside your field won't understand.

Real Examples

Practical example showing do's and don'ts for experiences

Don't
  • Worked on 3D art tasks for several games.
  • Helped the team with models, textures, and other art requests.
  • Responsible for supporting asset production as needed.
Do
  • Built game-ready character and prop assets that matched concept art, rigging, and animation requirements across multiple milestones.
  • Optimized materials, LODs, and texture usage to improve in-engine performance without sacrificing final visual quality.

Quick Tips

  • Highlight specific technologies used (e.g., real-time ray tracing, machine learning) and quantify the impact of your work.
  • Use strong action verbs to describe your role (e.g., 'Led', 'Created', 'Optimized') rather than passive language.
  • Focus on outcomes and results over day-to-day tasks. For example, mention how you saved time or money through your contributions.
  • Showcase collaboration by mentioning specific team members or departments you worked with.

05

Education

Education

Degree Name | University Name | Location Month Year – Month Year

  • Relevant Coursework: [Course 1], [Course 2]
  • Honors/Awards: [Award Name]
  • GPA: X.X (if above 3.5)

General Guidelines

List your highest degree first. If you have significant work experience, keep the education section brief. Include your GPA only if it is above 3.5 or if you are a recent graduate. Highlight relevant coursework, academic projects, honors, or leadership roles.

Avoid This

Do not include high school details if you have a college degree. Avoid listing every single course you took; select only the most relevant ones. Don't include graduation dates from decades ago if age discrimination is a concern in your field.

Real Examples

Practical example showing do's and dons for educations

Don't

High School Diploma | Any High School | Anytown, CA September 2005 – June 2009

  • Relevant Coursework: None
  • Honors/Awards: Valedictorian (irrelevant for professional context)
Do

Bachelor of Fine Arts in Digital Art and Animation | San Francisco State University | San Francisco, CA September 2013 – May 2017

  • Relevant Coursework: 3D Modeling, Texturing & UV Mapping, Real-Time Rendering
  • Honors/Awards: Dean's List (2015–2017)
  • GPA: 3.8

Quick Tips

  • List only your highest degree first.
  • Highlight relevant coursework and projects that align with your career in 3D Game Art, such as character modeling or real-time rendering.
  • Include any honors or awards that demonstrate exceptional academic performance or creativity.
  • Mention a relevant GPA if it is above 3.5 or you are a recent graduate.

06

Projects

Projects

Project Name | Tools/Software Used

  • Briefly describe what you created and its purpose
  • Highlight creative challenges you solved
  • Link to portfolio (ArtStation, Behance, Vimeo, YouTube) if available

General Guidelines

Projects are excellent for demonstrating practical skills, especially if you lack work experience or are changing careers. Include a link to your portfolio (ArtStation, Behance, Vimeo, or YouTube) if possible. Focus on projects that show your creative abilities and relevant tools for the target role.

Avoid This

Don't include trivial tutorials unless you significantly expanded on them. Avoid projects that are outdated, incomplete, or irrelevant to the role you're applying for. Don't just list tools—explain what you created and why it matters. Do NOT mention GitHub links for creative roles - use portfolio platforms instead.

Real Examples

Practical example showing do's and dons for projects

Don't
  • Created a simple 3D model of a cube using Blender
  • List tools without context or explanation: ZBrush, Substance Painter, Unity
Do
  • Developed a high-fidelity character model for an MMORPG using ZBrush and Substance Painter to achieve realistic textures. Optimized the model in Unity for real-time performance.

Quick Tips

  • Highlight the problem you solved or the challenge you overcame, such as optimizing models for real-time rendering.
  • Quantify your achievements where possible (e.g., 'Improved scene detail by 45%').
  • Focus on projects that showcase advanced technologies like real-time ray tracing and AI-driven modeling.
  • Link to relevant assets in your portfolio or online platform if applicable.

Frequently Asked Questions

Common questions about this role and how to best present it on your resume.

A strong portfolio usually carries the most weight. A degree can help, but recruiters and art leads still want to see polished, game-ready work, clear breakdowns, and evidence that you understand production constraints.

List the tools you actually use in production, such as Maya, Blender, ZBrush, Substance Painter, Unreal Engine, and Unity. Prioritize the software named in the job description and match it with relevant project work.

If you can do both, show your range while making your strongest area obvious. Group bullets and portfolio pieces so a hiring team can quickly see whether you fit a character-heavy, environment-heavy, or generalist opening.

Keep it focused and easy to review. A short reel or walkthrough is enough if your best work appears first and each piece includes software used, responsibilities, and final in-engine results.

Use keywords that reflect your real workflow, such as 3D modeling, texturing, UV mapping, sculpting, real-time rendering, Unreal Engine, Unity, character art, environment art, and asset optimization.

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