Erin W. Stancill
Character Artist
Bellevue, WA · (425) 555 0117 · name@example.com · linkedin.com/in/erinwstancill
Key Qualifications
EXPERIENCE
Eight years of character art across three shipped console and personal computer titles
INDUSTRIES
Console role playing games, stylized action games, art outsourcing services
SPECIALTIES
High resolution sculpting, retopology, texture authoring, level of detail chains, look development
SYSTEMS
ZBrush, Maya, Substance Painter, Marmoset Toolbag, Unreal Engine 5, Perforce, Jira
CREDENTIALS
Member of the International Game Developers Association, Seattle chapter
EDUCATION
Bachelor of Fine Arts in digital media, Rochester Institute of Technology
Executive Summary
Character artist with eight years building hero and crowd characters for console and personal computer titles. Sculpts in ZBrush, retopologizes in Maya and finishes materials in Substance Painter against strict polygon and texture budgets. Three shipped titles, two of them rated Teen by the Entertainment Software Rating Board.
Signature Achievements
- Modeled and textured nineteen playable characters for a role playing title that shipped on PlayStation 5, Xbox Series X and personal computer to an aggregate critic score of eighty four.
- Cut crowd system character memory by thirty eight percent by rebuilding the level of detail chain and sharing one texture atlas across twelve variants.
- Delivered the full vertical slice character set two weeks before the milestone gate, which let animation begin blocking early.
- Held every character inside the first party certification memory budget for the Nintendo Switch port without losing silhouette detail.
- Wrote the sculpting and topology standard now followed by nine internal artists and two outsourcing partners.
Professional Experience
Character Artist
Ironvale Studios, Bellevue, WA 2021 to present
Console studio of two hundred and forty people; shipped Ashfall Legion on PlayStation 5, Xbox Series X and personal computer as character artist.
- Sculpts hero characters from concept sheet to game ready asset inside agreed polygon, texture and draw call budgets.
- Builds level of detail chains and material variants so crowd scenes hold sixty frames a second on base consoles.
- Reviews outsourced character batches every week and returns written notes with paint overs to the vendor lead.
- Submits daily through Perforce and tracks tasks in Jira against milestone dates.
Character Artist
Copper Lantern Games, Seattle, WA 2018 to 2021
Independent studio of sixty people; shipped Verdant Hollow on personal computer and Nintendo Switch as creature artist.
- Owned the creature pipeline for eleven enemies from block out through the handoff to rigging.
- Rebuilt the shared shader set with the technical artist and removed two material slots from every creature.
- Adjusted silhouettes after weekly playtests whenever readability failed at normal combat distance.
Licensure and Certification
Member of the International Game Developers Association, Seattle chapter
Certificate in real time character art, Gnomon School of Visual Effects
Education
Bachelor of Fine Arts in digital media, Rochester Institute of Technology, 2017
Core Skills
Character sculpting · Retopology · Texture coordinate layout · Physically based texturing · Level of detail authoring · Look development · Marmoset Toolbag rendering · Unreal Engine materials · Outsourcing review · Anatomy and silhouette