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Riley Park
213-555-0184 | riley.park@example.com | linkedin.com/in/rileypark | artstation.com/rileypark | Los Angeles, CA
Education
Savannah College of Art and DesignSavannah, GA
Bachelor of Fine Arts in Digital Art and AnimationMay 2021
- Coursework: 3D Modeling, Game Art, Digital Sculpting, Lighting
Skills
Art: Maya, Blender, ZBrush, Substance Painter, Photoshop
Engines: Unreal Engine, Unity, Real-time Rendering, Asset Optimization
Production: 3D Modeling, Texturing, Lighting, UV Mapping, Retopology
Collaboration: Art Reviews, Style Guides, Animation Handoff, Sprint Planning
Experience
3D Game ArtistMar 2023 - Present
Emberforge StudiosLos Angeles, CA
- Created production-ready props and environments for 18 shipped game levels.
- Reduced asset memory 26% by optimizing meshes, textures, and LOD passes.
- Partnered with designers and animators to keep gameplay spaces readable.
Environment ArtistJun 2021 - Feb 2023
Northstar InteractiveRemote
- Built modular environment kits used across fantasy, sci-fi, and lobby scenes.
- Produced high-to-low poly workflows for weapons, props, and hero objects.
- Maintained naming, export, and review standards for a six-person art team.
Game Art InternJun 2020 - May 2021
Pixel HarborAtlanta, GA
- Modeled and textured background props for Unity gameplay prototypes.
- Prepared UV layouts and texture bakes for senior artist review cycles.
- Updated asset sheets so designers could find approved scene components.
Projects
Skyreach Arena2025
Unreal Engine, Maya, Substance Painter
- Built a modular arena kit with trim sheets, props, and lighting states.
- Created optimized collision meshes for smooth playtesting and traversal.
Creature Sculpt Library2024
ZBrush, Maya, Photoshop
- Sculpted stylized creature busts and converted them into game-ready meshes.
- Documented material notes, export settings, and rigging handoff details.
Portfolio Asset Pipeline2023
Blender, Marmoset, Git
- Created a repeatable pipeline for turntables, renders, and asset breakdowns.
- Published organized case studies with wireframes, maps, and final renders.