Interview scorecard template

3D Modeler interview scorecard

Pre-screening scorecard for 3D Modeler candidates.

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design visual communication3d modelinghard surfaceretopologyuv unwrapping
Complete evaluation framework

What to assess and how to score it

Review the evidence signals before interviewing. Then use the anchored descriptions—not instinct alone—to choose the score that best matches each answer.

01
Evaluation factor

Portfolio

35% weight

Review their reel and turntables: ask which assets they modeled versus textured, polycounts shipped, and whether work went to game engines, film renders, or 3D print.

Evidence to listen for

  • Work exists and can be looked at, not just described
  • States what they made versus what the team or a template made
  • Shows range rather than one repeated style
  • Can walk through a piece from brief to final

Five-point scoring guide

1
Poor

No portfolio, or work that is unattributable or clearly templated.

2
Needs Improvement

Thin portfolio; unclear what they personally made.

3
Satisfactory

Real work with adequate range; contribution mostly clear.

4
Very Good

Strong varied portfolio with clear personal ownership.

5
Excellent

Shows named shipped assets with wireframe turntables, states polygon budgets, and clearly separates their own work from team contributions.

02
Evaluation factor

Craft and rationale

25% weight

Probe topology decisions: edge flow for deforming meshes, quad discipline, UV packing and texel density, high to low poly baking, and tools such as Maya, Blender, ZBrush, Substance Painter, Marmoset.

Evidence to listen for

  • Explains why a layout, type choice, or colour decision serves the brief
  • Knows typography and hierarchy as craft, not decoration
  • Works to a brand system without either breaking it or hiding behind it
  • Names the tools they are genuinely fast in

Five-point scoring guide

1
Poor

Cannot explain any decision; work is arbitrary.

2
Needs Improvement

Talks in taste terms only; no link between choice and brief.

3
Satisfactory

Sound craft with some ability to justify decisions.

4
Very Good

Articulate about why each choice serves the brief.

5
Excellent

Explains clean edge loops around joints, controls texel density deliberately, and diagnoses baking artefacts like skewed normals or ray distance errors.

03
Evaluation factor

Feedback and iteration

25% weight

Test how they absorb art director and technical art notes: silhouette revisions, retopology requests, LOD reductions, and how many iterations a hero asset typically took.

Evidence to listen for

  • Takes critique without treating it as an attack
  • Distinguishes a subjective preference from a real problem, and says so politely
  • Iterates fast rather than defending version one
  • Delivers files correctly and on time

Five-point scoring guide

1
Poor

Defensive about critique; will not revise.

2
Needs Improvement

Accepts feedback passively; iterations do not improve the work.

3
Satisfactory

Revises willingly; struggles to push back on weak feedback.

4
Very Good

Iterates quickly and can argue for the work when the feedback is wrong.

5
Excellent

Describes specific redlines received, reworked topology or proportions without defensiveness, and cites turnaround times per revision round.

04
Evaluation factor

Working with the brief

15% weight

Assess how they work from concept sheets, scan data, or CAD references, plus adherence to naming conventions, scene scale, pivot placement, and engine or render pipeline specs.

Evidence to listen for

  • Asks about audience and goal before opening the design tool
  • Works with marketing, product, or clients rather than in isolation
  • Flags an impossible brief early
  • Hands over files and assets others can actually use

Five-point scoring guide

1
Poor

Designs in isolation; ignores the brief's purpose.

2
Needs Improvement

Starts designing before understanding the goal.

3
Satisfactory

Asks the right questions when prompted.

4
Very Good

Interrogates the brief up front and hands over cleanly.

5
Excellent

Reads concept art and orthographics accurately, follows studio naming and unit conventions, and flags spec conflicts before modeling begins.

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