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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.

Valiant Games | Remote

Senior VFX Artist

Games Developed  New in development

March 2025 - Present

  • Create and implement production-ready gameplay VFX and animation directly in Unity, balancing visual impact, gameplay readability, and optimized runtime performance across game boards.

  • Develop custom shaders with Shader Graph and rig and animate 2D assets in Spine2D for character expressions, gameplay interactions, and polished visual feedback.

  • Recognized by studio leadership, including the CEO, for consistently exceeding visual-quality expectations and helping elevate the project's visual direction.

KoinGames | Remote

Senior VFX Artist

Games Developed  Origin TCG

May 2024 - February 2025

  • Rapidly developed visual concepts and translated them into polished, production-ready real-time gameplay effects.

  • Produced hand-crafted flipbook effects and After Effects simulations that translated concept art into polished in-game visuals.

  • Reduced particle and material cost for mobile hardware through shader optimization and texture compression while maintaining visual quality.

Nway | San Francisco, CA

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

  • Designed 100+ combat VFX combining hand-drawn animation, custom meshes, shaders, and particle systems to create impactful character abilities and clear gameplay feedback.

  • Produced 500+ cinematic VFX and compositing assets for pre-rendered promotional content, marketing, and NFT campaigns.

  • Partnered with engineering and art teams to troubleshoot Unity integration issues, resolve Git version-control conflicts, and maintain production stability.

PLAYSTUDIOS | Burlingame, CA

VFX Artist

Games Developed  MyKonami, MyVegas, MyVegas Web

October 2016 - August 2021

  • Created 200+ VFX for game features across multiple live-service casino titles.

  • Established efficient production pipelines, optimizing file size, memory usage, and runtime performance without sacrificing visual quality.

  • Collaborated with engineering and design teams to integrate effects and ship frequent live updates.

Powerhouse Gaming| Loomis, CA

Game Artist

Games Developed  Slot machine games

January 2020 - November 2020

  • Rebuilt and adapted outsourced artwork to seamlessly match the game's established visual style while preserving artistic quality.

  • Prepared production-ready assets for implementation, rigging, and animation within the game pipeline.

  • Created character, UI, and feature animations that enhanced gameplay and player experience.

  • Produced storyboards, marketing mockups, and promotional animations to support advertising campaigns and feature launches.

  • 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

  • Produced high-quality 2D animation and visual effects for multiple broadcast and web productions while meeting aggressive production deadlines.

  • Interpreted detailed animation briefs and translated creative direction into polished final shots.

  • Worked closely with directors and fellow animators to maintain visual consistency across episodes.

  • Became a trusted artist for complex 2D visual effects sequences, frequently taking ownership of shots requiring advanced effects animation.

  • 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

 

  • Created stylized 2D and 3D combat effects, character animations, and gameplay visuals for mobile, web, and social games.

  • Mentored and reviewed freelance animators, ensuring assets met quality standards and technical specifications before integration.

  • Designed visual effects, digital paintings, and supporting artwork for gameplay and marketing needs.

  • Adapted quickly across multiple art styles and animation pipelines while supporting several live game projects simultaneously.

  • Partnered with engineers and artists to optimize animation workflows, technical implementation, and in-game performance.

  • 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

  • Created high-quality visual effects and gameplay animations for mobile, web, and Facebook titles.

  • Developed concept art, character models, weapon assets, and supporting animation resources for production.

  • Built animation assets within established technical constraints to ensure seamless implementation by engineering teams.

  • Earned recognition for coordinating and delivering complex raid encounter animations and visual effects systems.

  • Developed a graphical animation workflow for Age of Champions that improved production efficiency for the animation team.

  • Modeled, textured, and prepared 3D characters for integration into the game pipeline.

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