Writing Resumes for Game Art Jobs
Simple, actionable tips for writing a good CV/Resume
In 2021 I was asked by a Twitter user if I had any recommendations for writing CVs/resumes for game art jobs. This article is a condensed version of that tweet thread along with a few updates.
After a thread about cover letters, someone asked me to do a thread about CVs/resumes…
So let’s talk resumes, I guess!
First and foremost: CVs and resumes are technically different, but they both serve the same purpose in gamedev and are largely interchangeable here. Other, more academically-focused fields will be different and have other requirements. This article is focused specifically on putting together a good resume for a game artist, but much of the info here can be used in other places.
Here are the two pages of my resume as of 2022:
I keep my resume very plain, with minimal graphical elements aside from some horizonal rules to delineate different sections. There are a couple of reasons for this, but the main one is purely so that it’s easy for automated readers to get my info as easily as possible.
Automated resume readers are extremely common in HR software, and simple formatting works best to make sure they’re able to parse information correctly.
For my resume, I always keep it split into five specific sections:
- My name, title, and contact information
- The software I’m familiar with (I’m in gamedev, after all)
- A short summary of my skills
- Current/recent experience
- Past experience
Additionally, you’ll notice my resume is split into two separate pages. This is actually bad. I should fix this! Having a resume that’s as short and succinct as possible is going to help a hiring manager get to know you as a candidate at a glance. I… uh… failed there.
Sections of the Resume
Name, title, etc.:
Having my name, title, and contact info front and center at the top of the very first page ensures that my info is SUPER easy to find. You could show this to someone who only reads Chinese or Russian and they’d still understand where that info is even if they can’t speak the language.
This is actually quite relevant since gamedev is an extremely international field, and you may be seeing or competing against resumes from candidates from other parts of the world.
Clarity here is key.
Software:
The software I’m familiar with is primarily there so that HR/recruiters can keyword search my resume. Since I have lots of experience, a hiring manager should be aware that I know all these programs, but an HR person or recruiter may not be familiar with those pieces of software in anything but name.
That said, telling people I can work with version control is also a plus. Version control is used across the industry to ensure it’s possible to roll back changes that might not work. If you’re a student, I’d recommend getting at least a passing familiarity with version control software like Perforce, Git, and others so you understand the basics of how they work.
Summary:
The summary of skills is where the real meat of the resume starts. This is where I can give a brief summary of technical parts of the job which aren’t immediately obvious from me just saying I know Maya, for example.
The summary of skills is also important because it lets me call out specific parts of the job that I enjoy or am particularly experienced with. For example, another candidate might not have experience building shaders the way I do, so that’s an important thing to list because it sets me apart from many other candidates who are less experienced in this area.
Listing very specific things you have experience with, or things you have a deep interest in, is pretty valuable to a hiring manager who’s looking for a specific skillset.
Current/recent experience:
The current/recent experience section is where I devote space to listing specific responsibilities at my most recent jobs. This is the core of the resume, and where I can show how valuable my experience is.
You’ll notice I break things down by job title or primary responsibilities.
Even though I didn’t formally get the title, I was leading the character art on Ratchet and Clank: Rift Apart, so I separate it out since it’s very different from my Spider-Man experience.
The above shows that even if it wasn’t an official promotion, I still had the experience of leading a team, and had taken on the responsibilities of doing things like scheduling, providing estimates for the production team, etc.
These specifics are good if you’re looking for a shift in job title, promotion via new job, or if you’re interested in changing things up and pursuing a new path at your next job. They let a hiring manager know your experience, and why you’re applying for the new thing.
Past Experience
The past experience section is where I put things that haven’t been relevant for a while. I include these so there aren’t questions about why I might have a gap in my work experience, and they give an idea of what types of projects I’ve worked on in the past.
You’ll notice I don’t include responsibilities in this last section. It’s essentially there for accountability. During an interview, I’ll often get asked about the things I have listed in the past, such as working with Facepunch. These contextualize where I am now.
It’s important for recruiters to get a solid idea of where a candidate is coming from so they don’t accidentally reach out to senior for a junior position, or vice versa. Keeping those old jobs on my resume streamlines things, even if they were quite a while ago.
To Summarize…
Writing a resume for a gamedev position isn’t as much of an opportunity to give an idea of your personality as writing a cover letter is, but it’s also easier on a technical level because it’s essentially a list of lists. The important part is being succinct and making sure you’re communicating the right info:
- List who you are and how to contact you.
- Tell them what you do, your area of focus, and how much experience you have.
- Keep it short and sweet.
- Also, make sure you don’t have any spelling errors.
AND FOR THE LOVE OF GOD, INCLUDE CONTACT INFO.
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