Character Artist Resume Sample

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Alison Markell

Character Artist

Believable characters built to live on screen

alisonmarkell.art
linkedin.com/in/alison-markell-art

Character artist with eight years sculpting, modelling and texturing 3D characters and creatures for games and animation studios in Newcastle. Takes concept art to finished, game-ready or render-ready characters — high-poly sculpting, retopology, UVs, texturing and look development. Created hero characters for a shipped AAA game and a stylised cast for an animated series. Fluent in ZBrush, Maya, Substance Painter and Marvelous Designer, and equally comfortable with realistic and stylised work. Strong on anatomy, form and the small details that make a character believable, and used to delivering to art direction and tight production deadlines. Collaborative and open to feedback. Looking for a character-artist role at a games or animation studio doing characters worth caring about.

LocationNewcastle, UK
NationalityBritish
GenderFemale
AvailabilityProject-based
Date of Birth1993-04-12
Professional Experience

Tyne Interactive Studios - Newcastle, UK

Character Artist

(April 2016 to Present)
Take the concept art through to finished, game-ready 3D characters and creatures for shipped titles.
Created hero characters for a shipped AAA game and a stylised cast for an animated series.
Sculpt the high-poly detail, retopologise, lay out the UVs and texture them in Substance Painter.
Work in ZBrush, Maya and Marvelous Designer across both the realistic and the stylised styles.
Deliver to art direction and the tight production deadlines, iterating closely on all of the feedback.
Collaborate with the concept, the animation and the tech-art teams right across the whole pipeline.

Newcastle Games Lab - Newcastle, UK

Junior 3D Artist

(August 2014 to March 2016)
Modelled and textured the props and secondary characters for mobile games.
Supported the senior artists on the character and the asset work.
Built solid sculpting and texturing skills and a much stronger reel.
Gained the advanced sculpting certification and then a full character-artist role.

Newcastle Games Lab - Newcastle, UK

3D Art Intern

(June 2012 to July 2014)
Interned in 3D art, modelling props and assets for game projects.
Learned the sculpting, texturing and game-art pipeline on the job.
Built the first portfolio pieces and software fluency for a junior role.
Then earned the move into a junior 3D-artist position from there.
Education

Northumbria University, Newcastle

BA (Hons) Computer Games Art

September 2011 to June 2014
Degree in games art covering 3D modelling, sculpting, texturing and the art pipeline, with studio briefs. The briefs built a strong character portfolio. Established the technical and artistic foundation the role needs.

Gnomon / CGMA

Advanced Character Sculpting Certification

January 2016 to June 2016
Certification in advanced character sculpting covering anatomy, ZBrush workflows and look development. It deepened the sculpting craft at the heart of the role. Applied directly to hero-character work on shipped titles.
Languages

English (UK)

Native or Bilingual Proficiency

Japanese

Limited Working Proficiency
Technical Skills
  • Character Sculpting
  • ZBrush
  • Retopology
  • UV Mapping
  • Texturing (Substance)
  • Look Development
  • Anatomy
  • Marvelous Designer
  • Maya
  • Stylised & Realistic Art
Personal Skills
  • Artistic Eye
  • Attention to Detail
  • Creativity
  • Collaboration
  • Receptive to Feedback
Highlights

Hero characters shipped

Created hero characters for a shipped AAA game and a stylised cast for an animated series. Characters players actually remember and connect with are the real measure of the craft.

Realistic and stylised

Moves comfortably between photoreal and stylised character work depending on the project's art direction. That range makes for a versatile artist any studio can use.
Certifications

Advanced Character Sculpting

Gnomon / CGMA (June 2016 to Present)

Certification in advanced character sculpting covering anatomy, ZBrush workflows and look development. It deepened the sculpting craft at the heart of the role. Applied directly to hero-character work on shipped titles.

Texturing & Look Development (Substance)

Adobe Substance (April 2019 to Present)

Certification in PBR texturing and look development in Substance Painter. It supports taking sculpted characters through to a polished, game-ready finish on shipped titles.
Selected Work

Animated Series Character Set

Character Artist (January 2019 to October 2019)

Built the full stylised character set for an animated series, translating concept art into clean, riggable models that held the show's look consistently across every episode.

Creature Design for a Game Trailer

Character Artist (February 2020 to June 2020)

Modelled and textured a hero creature for a cinematic game trailer, pushing the sculpt and detail to a film-quality finish that held up in the close-up render.
Activities & Interests

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