Craft a Game Artist Resume That Gets Your Reel Opened
Build a game artist resume with engine and pipeline keywords, a sample from a shipped title, and advice on what art directors check first.
Example Game Artist summary
Game artist with five years and two released titles, covering the asset path from block-out through high poly, retopology, UVs and PBR texturing in Maya, ZBrush and Substance Painter. Integrates directly in Unreal Engine 5 with material instances and LODs, and works inside triangle, texel density and memory budgets set by the technical art team.
Skills to list on a Game Artist resume
- Maya
- Blender
- ZBrush
- Substance Painter
- Substance Designer
- Unreal Engine
- Unity
- PBR workflow
- Retopology
- UV mapping
- Baking normals
- Trim sheets
- LOD creation
- Hard surface modeling
- Photoshop
- Perforce
What actually gets this resume read
- Put the reel link in the header, above everything, because an art director opens it before reading a single line.
- Name the engine you shipped in and the version, since Unreal and Unity pipelines hire on different muscle memory.
- Say which part of the asset path you own: block-out, high poly, retopology, UVs, texturing, or engine integration.
- Quote budgets you worked inside, such as triangle counts, texel density, or texture memory per level.
- List released titles with platform and your specific contribution, not just the studio name and the dates.
- Keep the resume to one page and let the portfolio carry the images, since recruiters print or scan the document quickly.