The Technical Artist certification demonstrates your professional ability with rigging, importing, and testing assets for proper animation and usage to an acceptable industry standard.
Prove Yourself to Employers
It’s one thing to tell a prospective employer that you’re good at something. It’s another to hand them proof that you have the skills they need.
Increase your Earning Potential
A certification shows that you have technical skills that are highly valued by games studios looking to fill more senior roles.
Become a Listed Expert
Everyone who passes a certification exam can choose be listed in our public directory of certified experts (coming soon).
Take Tests Worldwide
We’ve partnered with Cirrus and ProctorU meaning our expert certification exams are available to take anywhere in the world.
Certifications are coming soon. For enquiries or to register your interest contact us firstname.lastname@example.org.
The Certified Artist exam focuses on questions relative to rigging, importing and testing assets for proper animation and usage in CRYENGINE.
Skilled game artists must know how to design and integrate entities into a game in a way that not only meets design criteria but which also ensures that they perform efficiently within the technical limits of each target delivery platform.
Common job titles relevant to this certification include Artist, Technical Artist, Rigger, Animator and Character Designer..
To successfully pass the Certified Artist exam, candidates will need to have practical experience in the following areas:
- Character setup, rigging, and animation.
- Animation wokflow
- Environment setups
- Familiarity with content creation software such as Autodesk Maya and 3DS Max, Photoshop, Substance Designer and Painter, Zbrush, and Quixel Suite.
Topics covered on the Certified Artist exam include:
- The Sandbox interface
- Animation pipeline
- Level optimization
- UV mapping
- Animation blend spaces
- Character tool
- FBX import
- Designer tool
- Optimizing geometry (Designer tool and third-party)
- Physics settings in animated entities