



Keith Dunng
VFX Artist
Technical Animator
SKILLS
Realtime Game Engine
Unity
Unreal Engine 5
VFX
Particle Systems
Flipbooks
Shuriken
Shader Graph
Niagara
Blueprint
Animation
Flash/Animate
Spine2D
Maya
3ds Max
Toon Boom | Harmony
Tools
Photoshop
After Effects
Houdini
Git
Perforce
Technical
C#
Python
Career Highlights
100+ Combat VFX
500+ Cinematic VFX
15+ Years Game Development & Animation
Senior Real-Time VFX Artist and Technical Animator with deep production experience creating high-impact gameplay VFX, stylized combat effects, shaders, hand-crafted animation, and polished visual feedback for shipped and live-service games. Former Principal VFX Artist with a proven ability to carry effects from visual concept through in-engine implementation, optimization, troubleshooting, and final gameplay integration. Combines a strong artistic eye with the technical judgment to solve real production problems and has been recognized by studio leadership, including the CEO, for consistently exceeding visual-quality expectations and helping elevate a project's visual direction.
Games Developed New in development
March 2025 - Present
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Create and implement production-ready gameplay VFX and animation directly in Unity, balancing visual impact, gameplay readability, and optimized runtime performance across game boards.
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Develop custom shaders with Shader Graph and rig and animate 2D assets in Spine2D for character expressions, gameplay interactions, and polished visual feedback.
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Recognized by studio leadership, including the CEO, for consistently exceeding visual-quality expectations and helping elevate the project's visual direction.
Games Developed Origin TCG
May 2024 - February 2025
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Rapidly developed visual concepts and translated them into polished, production-ready real-time gameplay effects.
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Produced hand-crafted flipbook effects and After Effects simulations that translated concept art into polished in-game visuals.
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Reduced particle and material cost for mobile hardware through shader optimization and texture compression while maintaining visual quality.
Motion Graphic Artist, Principal VFX Artist
Games Developed Power Ranger Battle for the Grid, Power Ranger Legacy Wars, Wreck League, Olympics NFTs
August 2021 - May 2024
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Designed 100+ combat VFX combining hand-drawn animation, custom meshes, shaders, and particle systems to create impactful character abilities and clear gameplay feedback.
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Produced 500+ cinematic VFX and compositing assets for pre-rendered promotional content, marketing, and NFT campaigns.
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Partnered with engineering and art teams to troubleshoot Unity integration issues, resolve Git version-control conflicts, and maintain production stability.
Games Developed MyKonami, MyVegas, MyVegas Web
October 2016 - August 2021
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Created 200+ VFX for game features across multiple live-service casino titles.
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Established efficient production pipelines, optimizing file size, memory usage, and runtime performance without sacrificing visual quality.
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Collaborated with engineering and design teams to integrate effects and ship frequent live updates.
Game Artist
Games Developed Slot machine games
January 2020 - November 2020
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Rebuilt and adapted outsourced artwork to seamlessly match the game's established visual style while preserving artistic quality.
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Prepared production-ready assets for implementation, rigging, and animation within the game pipeline.
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Created character, UI, and feature animations that enhanced gameplay and player experience.
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Produced storyboards, marketing mockups, and promotional animations to support advertising campaigns and feature launches.
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Collaborated with designers and developers to ensure assets met technical requirements and integrated efficiently.
LOWBROW STUDIOS | Norwalk, CT
Freelance Animator/Special Effect Animator
Cartoons Developed Cyanide and Happiness, WWE, Adam Ruins Everything
November 2016 - April 2019
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Produced high-quality 2D animation and visual effects for multiple broadcast and web productions while meeting aggressive production deadlines.
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Interpreted detailed animation briefs and translated creative direction into polished final shots.
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Worked closely with directors and fellow animators to maintain visual consistency across episodes.
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Became a trusted artist for complex 2D visual effects sequences, frequently taking ownership of shots requiring advanced effects animation.
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Consistently delivered assignments on schedule without compromising quality.
5TH PLANET GAMES | Rocklin, CA
Animator
Games Developed Heroes and Dragon, Curio Quest, Dawn of the Dragons, Orders of Champions
March 2014 - May 2019
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Created stylized 2D and 3D combat effects, character animations, and gameplay visuals for mobile, web, and social games.
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Mentored and reviewed freelance animators, ensuring assets met quality standards and technical specifications before integration.
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Designed visual effects, digital paintings, and supporting artwork for gameplay and marketing needs.
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Adapted quickly across multiple art styles and animation pipelines while supporting several live game projects simultaneously.
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Partnered with engineers and artists to optimize animation workflows, technical implementation, and in-game performance.
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Recognized by executive leadership for consistently exceeding productivity expectations while maintaining exceptional quality with minimal supervision.
ELECTRONIC ARTS - CAPITAL GAMES | Sacramento, CA
Associate Animator
Games developed Superhero City, Ages of Champion, Heroes of Dragon Age January 2011 – March 2014
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Created high-quality visual effects and gameplay animations for mobile, web, and Facebook titles.
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Developed concept art, character models, weapon assets, and supporting animation resources for production.
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Built animation assets within established technical constraints to ensure seamless implementation by engineering teams.
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Earned recognition for coordinating and delivering complex raid encounter animations and visual effects systems.
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Developed a graphical animation workflow for Age of Champions that improved production efficiency for the animation team.
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Modeled, textured, and prepared 3D characters for integration into the game pipeline.