Build a Character Artist Resume That Passes the Art Test
Character artist resume advice with sculpting and grooming keywords, a production sample, and the pipeline details leads check before an art test.
Example Character Artist summary
Character artist with six years delivering realistic humans and creatures for console and PC titles. Sculpts in ZBrush, tailors in Marvelous Designer, retopologizes in Maya and textures in Substance Painter and Mari. Delivers deformation-ready topology, hair card grooms authored from XGen, and corrective blendshapes worked out directly with the rigging team.
Skills to list on a Character Artist resume
- ZBrush
- Maya
- Blender
- Marvelous Designer
- Substance Painter
- Mari
- XGen
- Retopology
- UV layout
- Normal map baking
- Skin shading
- Blendshapes
- Anatomy
- Cloth simulation
- Unreal Engine
What actually gets this resume read
- Say whether you work realistic or stylized, because leads hire for one look and the art test reflects it.
- Name the full sculpt to engine path you own, from ZBrush through retopology, UVs, baking and texturing.
- Mention deformation work with riggers, since clean topology at joints is what separates a hire from a portfolio.
- Include grooming tools you know by name, whether that is XGen, Ornatrix, or hair card authoring for real time.
- Give polygon and texture budgets you have worked inside so the reader trusts you can hit production constraints.
- Show your anatomy foundation with life study or ecorche work if your production credits are still thin.