Technical Artist
Resume Template

A free Technical Artist resume, pre-filled and ready to edit. Replace the highlighted placeholders (engine, shader tool, DCC stack, scripting language, VFX system, procedural tool, target platform, artist-iteration-loop cuts) using the side panel on the left, and the resume rewrites itself as you type. Save as PDF when you're done.

Emmanuel Gendre - Former Google Recruiter and Tech Resume Writer

Authored by

Emmanuel Gendre

Tech Resume Writer

Interactive resume template generator

Interactive Technical Artist Resume Template

Edit the side panel. The resume rewrites itself live. Save as PDF when you're done.

Edits update live as you type. Toggle Edit to rewrite paper text directly.

Edit mode is on. Click anywhere on the resume to rewrite text. Side-panel placeholders still update live.

Nia Okonkwo Senior Technical Artist

Rockville, MD techartist@gmail.com +1 301-555-0148

Profile Summary

  • Senior Technical Artist with 9 years of experience shipping a AAA open-world RPG franchise across character pipeline, materials, and procedural environments, specializing in shader authoring, Houdini procedural pipelines, and artist-facing Python tooling.
  • Solid technical background across engine (Unreal Engine 5), shader tools (Unreal Material Editor + HLSL), DCC stack (Maya, Houdini), texturing on Substance Painter, scripting in Python, VFX on Niagara, procedural pipelines with Houdini Engine + HDAs, and target platforms PS5, Xbox Series X|S, and PC, with strong fundamentals in art-first technical thinking, tight artist feedback loops, and a strong respect for performance budgets.
  • Deep expertise in shader authoring and material-library design, art pipeline and DCC-to-engine tooling, rigging, skinning, and runtime animation tech, and procedural pipelines with Houdini and HDAs, applying practices such as performance-budget-aware authoring and artist-enablement scripting and editor extensions to deliver ship-quality, perf-clean, and artist-empowering tech-art systems.
  • Engaged collaborator working cross-functionally with Character Art, Environment Art, Animation, VFX, Lighting, and Engineering leadership in long-cycle AAA productions with weekly art reviews, contributing to art-pipeline reviews, perf war rooms, and look-dev retrospectives with a pragmatic, artist-empathy-first mindset.
  • Senior IC who shares technical excellence and fosters a culture of art-review and capture-review rigor and performance-budget and naming-convention discipline through tooling-driven enablement and shader mentorship, while running weekly tech-art guild and shader-library review sessions and authoring widely adopted tech-art handbooks.

Technical Skills

Engines & Editors:
Unreal Engine 5 (C++ + Blueprints + Python), Unity 6 (C# editor extensions), Godot 4 (cross-engine study), Perforce, GitHub
Shaders & Materials:
Unreal Material Editor + HLSL custom nodes, Unity Shader Graph + HLSL, Amplify, ShaderFX, stylized + PBR material libraries
DCC & Texturing:
Maya (daily), Houdini, Blender, 3ds Max, ZBrush, Substance Painter, Substance Designer, Marmoset Toolbag
Scripting & Tools:
Python (Maya + Unreal + Houdini), MEL, MaxScript, C# (Unity editor), PySide / Qt for tool UIs, Perforce + Git automation
Rigging & Animation Tech:
Maya rigging, control rigs (Unreal Control Rig), blend shapes, IK / FK, facial rigs (ARKit / FaceWare), runtime animation systems
VFX & Particles:
Niagara, Unity VFX Graph, Houdini sims, flipbooks, particle shaders, texture-driven FX, lightning / fire / smoke / water systems
Procedural & Houdini:
Houdini Engine + HDAs, SideFX Labs, PDG, procedural environments / foliage / destruction / terrain, Substance generators
Performance & Look Dev:
Unreal Insights, RenderDoc, PIX, polycount / LOD authoring, texture compression + atlasing, shader-complexity views, lighting + color-grade authoring

Education

Savannah College of Art and Design B.F.A. in Interactive Design & Game Development (Technical Art track)
Savannah, GA Sep 2013 - Jun 2017

Work Experience

Bethesda Game Studios Senior Technical Artist
Rockville, MD Sep 2020 - Present
  • Serve as the tech-art bridge for Bethesda's flagship open-world RPG on the Creation Engine, supporting 60+ artists across 4 disciplines and partnering with engineering on Character, Environment, VFX, and Animation pipelines.
  • Authored the character + foliage + weather material library in Unreal Material Editor + HLSL custom nodes, with reusable layered functions, and cut material authoring from 4 hrs to 40 min per asset.
  • Designed the Maya + Substance + Houdini -> Unreal asset pipeline with strict validators and naming-convention enforcement, taking asset-import errors dropped from 18% to under 2% per batch.
  • Built Python + PySide auto-rig, asset-validator, and Unreal editor extensions for the art teams, adopted by 40+ artists; iteration loops from 12 min to 90 sec.
  • Designed a modular character rig with face + cloth + IK layers on Unreal Control Rig + Maya, which shipped on 18 hero + 60 background characters with zero rebuilds across the program.
  • Built the Niagara magic + weather + combat-feedback library with VFX artists, shipping 220+ reusable Niagara emitters; 14 ms VFX budget on-target across all launch zones.
  • Built the Houdini HDA suite for forests + roads + destruction with the environment-art team, taking environment-art throughput up 3.2x; HDAs adopted by 18 env artists.
Crystal Dynamics Technical Artist
Redwood City, CA Jul 2017 - Aug 2020
  • Drove the perf pass on mesh LODs, texture atlasing, and shader-complexity passes across the studio's flagship action-adventure title, delivering 2.1 ms draw-time savings per frame with no perceptual loss.
  • Partnered with Lighting + Environment Art on lighting templates, post-process volumes, and color-grade LUTs, hitting visual-target sign-off on first review for 8 of 9 sequences.
  • Mentored 3 mid-career artists through senior tech-art work, supporting 2 promotions to Senior, and authored the team's tech-art handbook (rigging + shader + perf-budget chapters) adopted across 3 art teams.
  • Partnered with Character Art, Environment Art, Animation, VFX, Lighting, and Engineering teams across 2 shipped titles and 3 internal tech-demos, authoring 34 tool-design RFCs and shader-library breakdowns that became the team's tech-art baseline and onboarding 6 new artists onto the tech-art tooling stack.

Done editing? Download as a real, vector PDF. Selectable text, ATS-friendly, US Letter format.

About this template

A Technical Artist
Resume Template, by a Technical CV Coach.

Quick intro: 12 years recruiting in tech, including many years at Google. These days I run a technical CV coach practice that gets a steady flow of tech-art folks. Technical Artist rewrites come through every week. The pattern is consistent: the work spans shaders, rigging, VFX, Houdini, tools, and perf, and the resume tends to read as a DCC and engine list. Art directors and tech-art leads want artist-iteration loops you actually cut, HDAs you actually shipped to environment artists, shader libraries you actually saw adopted, and perf passes you actually closed without losing the art-director sign-off. The skeleton below is shaped by what gets short-listed.

The paid rewrite is a guided walk through your actual story: the iteration loop you took from 12 minutes to 90 seconds with a Python + PySide tool, the Houdini HDA forest system that 18 env artists adopted on day one, the character rig that survived 60 background characters with zero rebuilds, the material library that cut authoring time by 6x, the perf pass that saved 2 ms with no perceptual loss. Plenty of folks don't need that. Sometimes a tight, tech-art-shaped skeleton with the right numbers in the right places is the missing piece. That's what this template is. Free, no signup, ATS-clean. Have a swing at it.

How it works

How to use this template
to write a Technical Artist resume

The structure here was written by a former Google recruiter. The placeholders force you to be specific exactly where it matters: engine, shader tool, DCC stack, scripting language, VFX system, procedural tool, target platform, artist-iteration cuts, adoption counts.

Strong Technical Artist bullets aren't written in one pass. They build through five stages. Stage one names the activity. Stages two and three add the tools you ran and the systems they applied to. Stage four shows the engineering practice behind the work. Stage five quantifies the result. Bullets that complete stage five are the ones a hiring panel flags for the phone screen. The full framework lives in How to Write Bullet Points for Tech Resumes.

  1. 01 Task What you did
  2. 02 Tools Maya, Houdini, Substance, Unreal
  3. 03 System Material lib, HDA suite, auto-rig
  4. 04 Practice Perf budget, naming conv., PySide
  5. 05 Metric Iteration time, adoption, GPU ms

This template bakes the five stages directly into your bullets so the framework runs in the background. The side panel maps cleanly: engine + DCC + scripting picks fill stage 2, system / library names fill stage 3, the practice fields fill stage 4, the iteration-time / artist-adoption / perf-saved / asset- error inputs hit stage 5. The sentence skeletons cover stage 1. Why this matters: you only need to drop in real tools and real numbers. The structure does the rest, and the resume reads at stage 5.

  1. Pick your stack

    Tap a chip to swap Unreal 5 for Unity 6, Godot 4, or proprietary; Unreal Material for Shader Graph, Amplify, or hand-written GLSL; Maya for Blender, 3ds Max, or ZBrush; Substance Painter for Designer, Mari, or Photoshop; Python for MEL, MaxScript, or C#; Niagara for VFX Graph, Houdini sims, or PopcornFX; Houdini Engine for SideFX Labs or a custom procedural framework. Every mention updates at once.

  2. Drop in your numbers

    Artist-iteration loop before / after, artist-adoption count, asset-import error % cut, character-rig reuse counts, Niagara emitter count, VFX frame-time budget, env-art throughput multiplier, draw-time ms saved, visual-target first-review sign-off rate. Don't have yours yet? The defaults pass for a senior technical artist resume.

  3. Save as PDF

    Click Download. The page generates a real vector PDF with selectable text and clean US Letter formatting. ATS-parsable.

Resume Sample

Technical Artist Resume Examples

Three sample technical artist resumes at different career stages: a junior technical artist at an indie action studio, a senior technical artist at a Castlevania / Metroid-shop European mid-size studio, and a lead technical artist at a Finnish AAA studio. Use them as inspiration when filling the template above.

Junior Technical Artist Resume Sample 3 years

Junior Technical Artist Resume Example

Recent grad at a stylized indie studio. Owns the toon-shader library and a Maya rigging-helper toolkit on the studio's next title.

Aarav Mathur

Junior Technical Artist

Toronto, ON · aarav.mathur@gmail.com · +1 416-555-0172 · linkedin.com/in/aaravmathur

Profile Summary
  • Junior Technical Artist with 3 years of stylized-indie experience at Capybara Games, owning the toon-shader library and a Maya rigging-helper toolkit on the studio's next title under a senior tech-artist's mentorship.
  • Hands-on coverage across Unity 6 (Shader Graph + C#), Maya + Python (MEL legacy), Substance Painter, Houdini (intro), Niagara cross-engine study, and Perforce for art-pipeline work.
  • Cross-functional partner working with Character Art, Animation, and VFX on weekly art reviews, contributing to shader-library walk-throughs under a senior's mentorship.
  • Shipped 2 reusable Unity packages (toon-shader library + rigging helpers) adopted by the studio's next prototype.
Technical Skills
Engines & Editors:
Unity 6 (daily, C# editor extensions), Unreal 5 (cross-engine study), Perforce, Git
Shaders & Materials:
Unity Shader Graph (daily), Amplify, basic HLSL, toon / NPR material authoring
DCC & Texturing:
Maya (daily), Blender (cross-DCC study), Substance Painter, Photoshop, Marmoset Toolbag
Scripting:
Python (Maya + Unity), MEL (legacy), C# (Unity editor + ScriptableObjects), PySide intro
Rigging & Animation:
Maya rigging (intermediate), basic blend shapes + IK, animation export pipeline
VFX:
Unity VFX Graph (intermediate), flipbooks, texture-driven FX, Niagara (cross-engine study)
Performance:
Unity Profiler, RenderDoc (intro), basic LOD authoring, atlas / compression awareness
Shipped Title:
"Borderwild Brigade" - PC + Switch stylized adventure prototype (Steam Next Fest demo, 2024)
Education
OCAD University B.Des. in Digital Futures (Technical Art focus) Toronto, ON · Sep 2019 - Apr 2023
Work Experience
Capybara Games Junior Technical Artist Toronto, ON · Jul 2023 - Present
  • Own the toon-shader library and Maya rigging-helper toolkit in Unity 6 for the studio's next stylized adventure prototype.
  • Built Python + MEL rigging helpers for the character team, cutting rig-bind iteration loops from 8 min to 90 sec.
  • Shipped 2 reusable Unity packages (toon-shader library + rigging helpers) adopted by the studio's next prototype.
  • Closed 18 art-pipeline ECOs from QA over 9 months; mentored 1 intern on the Maya + Shader Graph stack.
Drinkbox Studios Technical Art Intern Toronto, ON · Jun 2022 - Dec 2022
  • Supported the 2D-stylized-shader pass on a Guacamelee-style prototype, owning 2 character-outline shaders.
  • Built a Python sprite-atlas script for the art pipeline, adopted by 3 artists post-internship.

Senior Technical Artist Resume Sample 7 years

Senior Technical Artist Resume Example

Senior technical artist at a Castlevania / Metroid-shop European mid-size studio. Owns the procedural-environment HDA suite and the VFX shader library on a flagship metroidvania.

Inés Romero

Senior Technical Artist (Procedural)

Madrid, Spain · ines.romero@gmail.com · +34 91-555-0184 · linkedin.com/in/inesromero

Profile Summary
  • Senior Technical Artist (Procedural) with 7 years of European mid-size studio experience at MercurySteam, owning the procedural-environment HDA suite and the VFX shader library on a flagship metroidvania across 3 platform targets.
  • Hands-on coverage across Unreal Engine 5 (Material Editor + HLSL), Maya + Houdini, Substance Designer, Python + PySide, Niagara, SideFX Labs + PDG, and Perforce-based asset pipelines.
  • Deep expertise in Houdini HDA design for environment art at scale, stylized PBR shader libraries with custom HLSL nodes, large-scale procedural terrain + destruction pipelines, and artist-facing PySide tooling for Maya + Unreal.
  • Cross-functional partner working with Character Art, Environment Art, Animation, VFX, and Engineering across 3 platform targets, leading 2 HDA pipeline rewrites and chairing the bi-weekly tech-art guild.
  • Senior IC mentor for 3 mid-career tech artists, co-author of the studio's procedural-environment HDA reference suite.
Technical Skills
Engines & Editors:
Unreal Engine 5 (daily, Material Editor + HLSL + Python), Unity 6 (cross-engine study), Perforce
Shaders & Materials:
Unreal Material Editor + HLSL custom nodes (daily), stylized PBR + NPR libraries, Substance Designer
DCC & Texturing:
Maya + Houdini (daily), Substance Designer, Substance Painter, ZBrush (cross-DCC), Photoshop
Scripting & Tools:
Python (Maya + Unreal + Houdini), PySide / Qt tool UIs, MEL (legacy), Unreal Editor Python automation
Procedural & Houdini:
Houdini Engine + HDAs (enterprise), SideFX Labs, PDG, procedural terrain + foliage + destruction
VFX:
Niagara (daily), Houdini sims for destruction + cloth, particle shaders, texture-driven FX
Rigging & Animation:
Maya rigging, Unreal Control Rig, blend shapes (intermediate), runtime animation systems
Shipped Titles:
"Echoes of Verdis" (2024), "Crucible Spire" (2022) - both PS5 / Xbox Series / PC
Education
Universidad Complutense de Madrid M.A. in Digital Art & Game Design (Technical Art track) Madrid, Spain · Sep 2015 - Jul 2017
Work Experience
MercurySteam Senior Technical Artist (Procedural) Madrid, Spain · Mar 2022 - Present
  • Own the procedural-environment HDA suite and the VFX shader library on a flagship metroidvania across PS5 / Xbox Series / PC.
  • Designed the Houdini HDA pipeline for procedural terrain + foliage + destruction, taking environment-art throughput up 4.1x vs the prior project.
  • Authored the stylized PBR shader library with custom HLSL nodes, adopted across 3 art teams and 220+ unique materials.
  • Closed the perf pass on procedural foliage with 1.6 ms draw-time savings via instanced static-mesh + custom dither overlap.
  • Built PySide tooling for Maya + Unreal (auto-rig + asset-validator + HDA-runner), adopted by 24 artists across 4 disciplines.
  • Mentored 3 mid-career tech artists through senior procedural work; co-author of the studio's procedural-environment HDA reference suite.
Tequila Works Technical Artist Madrid, Spain · Sep 2017 - Feb 2022
  • Designed narrative-game lighting + post-process templates for the studio's RIME-style follow-up on Unreal 4 across cross-platform targets.
  • Owned the Maya + Substance art-pipeline overhaul, cutting asset-import errors from 24% to 4% per batch.
  • Closed 42 art-pipeline ECOs over 3 milestones with clean art-review sign-off; mentored 2 mid-career artists through their first HDA builds.

Lead Technical Artist Resume Sample 12 years

Lead Technical Artist Resume Example

Lead technical artist at a Finnish AAA narrative studio. Owns the studio's tech-art technical direction across multiple shipped titles and a team of 7.

Cosima Mancini

Lead Technical Artist

Espoo, Finland · cosima.mancini@gmail.com · +358 50-555-0193 · linkedin.com/in/cosimamancini

Profile Summary
  • Lead Technical Artist with 12 years of Finnish AAA narrative experience at Remedy Entertainment, leading a team of 7 tech artists on the studio's tech-art technical direction across 3 shipped titles on PS5 / Xbox Series / PC.
  • Hands-on coverage across Northlight engine, Unreal 5, HLSL custom shader nodes, Maya + Houdini at studio scale, Python + PySide, Niagara + custom VFX systems, Substance Designer enterprise, and Perforce-based pipelines.
  • Deep expertise in cinematic look-development on a proprietary engine, facial-rig + performance-capture pipelines, studio-scale art-pipeline tooling architecture, and cross-discipline standards + naming-convention governance.
  • Org-level partner working with Game Direction, Lighting, Animation, VFX, and Engineering across 3 shipped titles, leading 4 art-pipeline stability sprints to ship and chairing the studio's Tech-Art Council.
  • Team lead with 7 directs; authored 140+ tech-art RFCs and shader-library breakdowns, and runs the studio's annual tech-art offsite.
Technical Skills
Engines & Editors:
Northlight engine (daily, lead), Unreal Engine 5 (cross-engine study), proprietary forks + RFC process
Shaders & Materials:
HLSL custom node libraries (enterprise), node-based shader graphs, cinematic PBR + clearcoat materials
DCC & Texturing:
Maya + Houdini (daily, lead), Substance Designer enterprise, Substance Painter, ZBrush, Marvelous Designer
Scripting & Tools:
Python (enterprise), PySide / Qt, MEL (legacy), C# (Unity editor cross-study), studio-tooling architecture
Procedural & Houdini:
Houdini Engine + HDAs (enterprise), SideFX Labs, PDG at studio scale, procedural cinematic environments
VFX:
Niagara, custom in-engine VFX systems, Houdini sims for cinematic FX, particle shaders
Rigging & Animation:
Maya rigging at scale, facial rigs (FaceWare / ARKit), performance-capture pipelines, runtime animation systems
Shipped Titles:
"Silent Threshold" (2024), "Silent Threshold: Echoes" (2023 DLC), "Hollow Lantern" (2020) - all PS5 / Xbox Series / PC
Education
Aalto University M.A. in New Media (Game Design & Production) Espoo, Finland · Sep 2010 - Jun 2014
Work Experience
Remedy Entertainment Lead Technical Artist Espoo, Finland · Apr 2020 - Present
  • Lead a team of 7 tech artists on the studio's tech-art technical direction, shipping 3 titles on PS5 / Xbox Series / PC.
  • Owned the Northlight cinematic look-development pipeline, with art-director sign-off on first review for 22 of 24 narrative sequences.
  • Drove the facial-rig + performance-capture pipeline overhaul, cutting per-character facial-rig setup from 3 weeks to 4 days.
  • Sponsored the studio-scale PySide tooling architecture with the engineering team, adopted by 50+ artists across 5 disciplines.
  • Chairs the studio's Tech-Art Council, reviewing 50+ tech-art RFCs per quarter against perf-budget + naming-convention rubrics.
  • Authored or shepherded 140+ tech-art RFCs and shader-library breakdowns over the past 4 years; mentored 4 tech artists to Senior and 1 to Principal.
  • Drove 4 art-pipeline stability sprints to ship, hitting zero-cert findings tied to art-pipeline issues across all 3 platform submissions.
Housemarque Senior Technical Artist Helsinki, Finland · Jun 2014 - Mar 2020
  • Designed arcade-style VFX shader systems for the studio's bullet-hell back-catalog and Returnal-era prototypes on proprietary engine.
  • Owned the VFX-shader perf pass, cutting peak VFX GPU time from 6.2 ms to 2.8 ms on PS5 dense-encounter scenes.
  • Closed 54 art-pipeline ECOs over 3 milestones with clean code-review sign-off; mentored 3 artists to Senior promotions.
  • Authored 72 shader-library and tool-design RFCs that became the team's art-pipeline baseline.

Filled the template? Get a recruiter's eyes on it.

The template gives you a recruiter-vetted skeleton. The next step is making sure your specific artist-iteration cuts, HDA adoption counts, shader-library reach, and perf savings hold up under a 6-second screen.

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Frequently asked

Your Questions about the Technical Artist Resume Template, Answered

Yes, fully free. No signup, no email gate, no premium tier underneath. Open the template, drop in your details, save the PDF, you are done.

Yes. The exported PDF is single-column with the section headers an ATS parses by default (Profile Summary, Technical Skills, Education, Work Experience), no tables, no images, no multi-column layouts. Workday, Greenhouse, iCIMS, and the games-industry portals (Greenhouse, Lever, internal studio ATS) handle it cleanly. Drop the export into our ATS Checker after if you want a second look.

You can. Toggle Edit at the top of the resume preview, then click into any sentence and rewrite it directly. The side-panel placeholders keep cascading; the rest of the text is plain editable copy.

Click Download. Your browser builds the PDF on the spot, no print dialog, no signup, no server in the loop. The output is real vector text on US Letter, parsed by an ATS the same way it parses any clean resume export.

Yes. The side panel splits engine, shader tool, DCC stack, scripting language, VFX system, procedural tool, and target platform into separate fields so you can collapse everything onto your real subdiscipline. Rigging-focused TAs will lean on Maya, control rigs, IK, blend shapes, and runtime animation systems. VFX-focused TAs will lean on Niagara, VFX Graph, Houdini sims, and texture-driven techniques. Procedural-focused TAs will lean on Houdini HDAs, terrain / foliage generators, and SideFX Labs. Tools-focused TAs will lean on Python, MEL, MaxScript, C#, and editor extensions. The bullet skeletons reference whatever you pick, no awkward dual-domain phrasing left over.

Yes, absolutely. Shipped titles + a portfolio link are the highest-ROI signals on any Technical Artist resume. The Work Experience section here calls out the title / project, the engine, and the art-discipline impact (artist-iteration loop cut, tool-adoption count, perf saved without sacrificing quality). If you have an ArtStation portfolio with shader breakdowns, a personal site with Houdini HDA demos, or a YouTube channel with tool walk-throughs, link to it from the contact line. Tech leads and art directors will click through; that is the highest-signal link on the page.

No. Art directors and tech-art leads screen on substance: the rig you shipped that designers actually call clean, the Houdini HDA that 12 environment artists adopted on day one, the shader library that cut material authoring from 4 hours to 40 minutes, the VFX system that survived 3 perf passes without losing the art-director sign-off. Layout origin is not on the rubric. What does cost interviews is a resume padded with vague tech-art buzzwords, which this template is structured to prevent. The skeleton came from a former Google recruiter; the substance is yours.

Why trust this template

Emmanuel Gendre, former Google recruiter and tech resume writer

Emmanuel Gendre

Former Google recruiter · Tech resume writer

I built this Technical Artist template from the patterns I saw work, not from generic advice. Below is the data behind every bullet, skills line, and metric placeholder.

  • Experience Hundreds of Technical Artist resumes screened across AAA console / PC RPG studios, stylized indie shops, mid-size European studios on Castlevania / Metroid-shop scale, Finnish AAA narrative studios, and mobile-first F2P teams during my Google recruiter years and at TechieCV. The Profile Summary and Skills sections mirror what survived the 6-second screen at the art-director and tech-art-lead level.
  • Expertise Bullets modeled on senior offers. The Bethesda section is structured the way Senior Technical Artists write their experience when they land interviews at tier-one studios: art-eng bridging across multi-discipline artist counts, shader-library work with material-authoring time-cuts, art-pipeline work with asset-import error metrics, tools-and-automation with artist- adoption + iteration-loop metrics, rigging with character-reuse metrics, VFX with emitter-library scale + frame-budget metrics, and procedural HDA work with throughput multipliers + artist adoption.
  • Trust Stack reflects the 2026 hiring bar. Unreal Engine 5 + Unreal Material Editor + HLSL, Maya + Houdini DCC stack, Substance Painter texturing, Python scripting with PySide tool UIs, Niagara VFX, Houdini Engine + HDAs procedural pipelines, PS5 + Xbox + PC target is what hiring managers expect today; suggestion chips cover realistic alternatives (Unity 6, Godot 4, proprietary, Shader Graph, Amplify, hand-written GLSL, Blender, 3ds Max, ZBrush, Substance Designer, Mari, MEL, MaxScript, C#, VFX Graph, Houdini sims, PopcornFX, SideFX Labs + PDG, mobile, Switch, Quest) so you can match your real toolchain without losing keyword fit.
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Next steps

Sharpen the surrounding pieces of your resume.

The template builds the skeleton. These pages cover the long-form walkthrough and the second-pair-of-eyes check.

Coming soon

Technical Artist resume skills

The full list of ATS keywords, DCC tools, shader terms, and procedural concepts that show up on every Technical Artist JD, sorted by category and seniority band. Currently being written.

Coming soon

Coming soon

How to write a Technical Artist resume

A full walkthrough: structure, Profile Summary copy, Work Experience bullets, and surviving the art-director + tech-art-lead screen. Currently being written.

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Disclaimer. This template is a starting point. Defaults are illustrative; replace every metric and tool with values that reflect your real work. Tailor wording to each job description.