Resume template · Updated October 2026
Game artist resume template
Short answer
Olivia suits a game artist: the blue header band makes the page look finished next to a portfolio, and skills print before experience, so your art specialty and the software you work in are read first. The fictional sample is a Vancouver environment artist building modular kits and trim sheets for an open-world game in Unreal Engine 5, after two years of stylized props for mobile games.

Download the game artist sample
Lucia is a fictional environment artist. Replace every detail with your own before you send it.
The files are made in your browser by Resumity's own exporters, from this sample. The builder opens it as your own resume: click any line to replace it. Free plan, no watermark.
Why Olivia suits a game artist resume
Olivia's full-width blue band with the name in white gives the resume a finished look when it travels with an ArtStation link, and its labelled skill rows separate what you make (modular kits, PBR texturing, set dressing) from the software you make it in (Maya, ZBrush, Substance, Unreal). Experience then follows with the budgets and pipelines an art lead checks.
Second choice: Daniel. Daniel keeps skills first but drops the colour band for grey heading pills, a quieter page that lets the portfolio do all the talking.
What goes in each section, in Olivia's order
Olivia prints its sections in a fixed order, the same in the PDF and the Word file. Here is that order for this sample, and what to put in each section.
- Professional Summary. Your discipline (environment, character, props, VFX, UI, concept), art style (realistic or stylized), engines and the kind of games you have shipped. Put the portfolio link in the header, not here.
- Skills. Technical: what you make and the methods (modular kits, sculpting, retopology, PBR texturing, lighting). Tools: Maya or Blender, ZBrush, Substance, Photoshop and the engine. Art leads skim this to see if you fit their pipeline.
- Work Experience. Assets and areas you made, the budgets you met (triangle counts, texture memory), pipeline work that saved time, and who you worked with (level design, lighting, tech art). Name the game when it is announced.
- Education. Degree, diploma or game art program with year. Workshops and mentorships from industry artists can share the line.
- Portfolio pieces. Portfolio pieces, each with what the reader will see and the tools behind it. List the ones on your ArtStation in the same order so the two match.
The sample resume as text
The same content as the files above, so you can copy a line or compare it with your own.
Lucia Ferraro
Environment Artist, Realistic and Stylized, Unreal Engine 5
Vancouver, BC | lucia.ferraro@example.com | (604) 555-0118 | portfolio.example.com/lucia-ferraro | linkedin.com/in/sample-lucia-ferraro
Environment artist with six years in games, now building modular kits, hero props and trim sheets for an open-world fantasy game in Unreal Engine 5. Earlier modeled and hand-painted stylized assets for two mobile games. Comfortable working to tight triangle and texture budgets with level design and lighting.
Experience
Environment Artist, Coastal Range Games, Vancouver, BC (10/2021 to Present)
- Build modular kits and hero props for two biomes of an open-world fantasy game, about 150 assets to date.
- Meet the project's triangle and texture memory budgets for current consoles, with three levels of detail per asset.
- Set up a trim sheet and tiling material library that cut new building assets from about five days to two.
- Dress and light three playable areas in Unreal Engine 5 with the level design and lighting teams.
Junior 3D Artist, Pocket Lantern Studio, Vancouver, BC (05/2019 to 09/2021)
- Modeled and hand-painted stylized props and characters for two mobile games under 3,000-triangle budgets.
- Exported assets to Unity and tested them on low-end phones with the technical artist.
- Made seasonal event props on two-week turnarounds.
Portfolio pieces
- Abandoned lighthouse: modular kit and lighting study in Unreal Engine 5
- Night market street: trim sheet workflow with a breakdown video
- Stylized blacksmith hut: hand-painted props for mobile
Education
Diploma, 3D Modeling and Texturing for Games, Pacific Coast Digital Arts College (04/2019)
Skills
Modular environment kits, Hard-surface and organic modeling, PBR texturing, Trim sheets and tiling materials, Lighting and set dressing, LODs and optimization, Maya, ZBrush, Substance Painter, Substance Designer, Unreal Engine 5, Photoshop, Taking art direction, Pairing with level designers
How to make the sample yours
Match the discipline in the posting
Environment, character and prop artists are hired separately at most studios. Lead the summary and the first skills row with the one the posting names.
Show the budget you worked to
Triangle counts, texture sizes, draw calls or memory targets: one number shows you can make art that runs on the target hardware.
Mention pipeline improvements
Trim sheets, material libraries, scripts and naming conventions that made the team faster are rare on artist resumes and stand out.
Credit shared scenes
Say what you made in a shared level ("hero props and the market kit"), since leads will compare it to the portfolio.
Keep NDA work off public pages
Show unreleased assets only with permission; describe them on the resume by type and scale instead.
Keywords to keep where they are true
Terms this kind of resume is usually searched for. Use the posting's exact wording, and only for work you have done.
- game artist
- environment artist
- 3D modeling
- modular environment design
- PBR texturing
- Maya
- ZBrush
- Substance Painter
- Substance Designer
- Unreal Engine 5
- trim sheets
- set dressing
- level of detail
- game-ready assets
Mistakes to avoid
- A resume with no portfolio link, or a link that needs a login.
- Listing every program you have opened instead of the ones you produce in.
- Using unreleased studio art in a public portfolio without permission.
- Leaving out polygon and texture budgets that show you understand real-time art.
How the sample PDF reads in text extractors
We exported this sample with Resumity's PDF exporter in Chrome on 2026-10-29 and read the file back with three open-source text extractors. This shows whether software that turns a PDF into text can recover it; it is not a test of any commercial applicant tracking system. How we test templates.
| Extractor | Name, email, phone | Headings | Bullets intact |
|---|---|---|---|
| pdf.js 4.10.38 | All found | 5 of 5 | 7 of 7 |
| pdftotext (Xpdf) 4.00 | All found | 5 of 5 | 7 of 7 |
| pypdf 6.13.0 | All found | 5 of 5 | 7 of 7 |
Frequently asked questions
Does a game artist need a resume if they have a portfolio?
Yes. Recruiters use the resume to check dates, studios, software and budgets, then open the portfolio. Keep both consistent.
What should a game artist portfolio include?
Four to six finished pieces in your target discipline, each with wireframes, texture sheets or breakdowns, shown in engine where possible. Fewer strong pieces beat many unfinished ones.
How do I get a first game art job without studio experience?
Finish portfolio pieces that meet real budgets, join mod or game jam teams, and list them in the custom section with tools and a link. Name any mentorship or art test you completed.
Should a concept artist use this template?
Yes, with a different skills row: drawing, painting, design and the tools you paint in. The portfolio matters even more for concept roles.
How long should a game artist resume be?
One page. The portfolio carries the visual detail.
Will applicant tracking systems read this Olivia PDF?
The sample PDF read back with its contact details, all 5 section headings and all 7 bullets intact in three open-source text extractors (pdf.js, pdftotext and pypdf). Commercial systems such as Workday, Greenhouse or Taleo were not tested, and each employer configures its own.
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