3D Artist Resume Sample: Portfolio, Assets and Production
A fictional 3D environment artist resume with modular assets, UV revisions and junior progression, with notes on portfolio breakdowns and production constraints.
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Fictional example built with CareerOS templates. Names, employers and achievements are illustrative. Use the structure, then replace every detail with your own experience.
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See all 22 side by side ↓Left rail for contact and skills, main column for the story.
Maya Sethi
3D Environment Artist
Summary
3D environment artist with three years creating game-ready props and modular scene assets. Builds clean meshes, UV layouts and materials within agreed production budgets. Uses review feedback and in-engine checks to prepare reliable handovers for design and technical art colleagues.
Experience
3D Environment Artist · Example Ochre Game Studio
2024-07 – PresentPune, India- Created 38 environment props for a stylised game scene, following the art lead's reference sheets and mesh budgets.
- Built a reusable modular wall kit and documented scale, pivots and material assignments for level designers.
- Reworked UV layouts on 12 assets after texture reviews, resolving visible seams before the milestone handover.
- Prepared wireframe, texture and Unreal Engine comparison views so reviewers could inspect asset appearance, scale and material assignments.
Junior 3D Artist · Example Ochre Game Studio
2023-07 – 2024-06Pune, India- Modelled assigned background props from approved reference sheets and revised them after art review.
- Prepared UV layouts and checked asset naming and pivots before handover.
Education
- 2019 – 2023
B.Des in Animation
Example Lakeside Institute
Projects
Canal-side workshop, personal environment study (2026)
- Built a six-piece wall kit in Blender and assembled a workshop scene in Unreal Engine with shared materials.
- Documented wireframes, UVs and texture sizes in a portfolio breakdown; credited third-party foliage separately.
Describe an asset beyond its final render
A finished image can hide important production decisions. Use the resume to explain the asset type, the agreed constraints and the handover. A modular wall kit, for example, may need consistent scale, sensible pivots and reusable materials. Mention the checks you performed and how feedback changed the work. Keep detailed wireframes and breakdowns in the portfolio, then use a concise bullet to help a recruiter understand what those images demonstrate.
Give technical skills an honest context
List the tools you used and the part of the workflow they supported. Modelling, sculpting, retopology, UV work, texturing, lighting and animation are not interchangeable capabilities. You do not need to claim expertise across every stage. A candidate who can explain a careful modelling and texturing workflow is easier to assess than one who rates every tool as expert. If you are learning a package, distinguish personal practice from production experience rather than copying a vacancy's entire software list.
Select achievements that reflect art production
Asset count can establish scale, but it needs context about complexity and your responsibilities. Describe a reusable kit, a resolved review issue or a clearer handover when that better represents your contribution. Avoid claiming a frame-rate improvement unless you measured the relevant scene and can separate your work from other changes. A lower polygon count does not by itself establish better performance or a better result. Keep the visual brief and production constraints together when discussing a trade-off.
Make the portfolio easy to assess
The example.com address in the header is a placeholder, not a working artist portfolio. Replace it with your own accessible portfolio. The personal project demonstrates a reusable kit and identifies third-party assets, so a reviewer can separate the candidate's contribution from the finished scene. Include breakdowns and credit collaborators rather than relying on an attractive final render alone.
All 22 templates on this resume
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