Ben Platnick cover image
Ben Platnick
Ben Platnick
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Bellevue, WA, United States

I’m Ben Platnick, a Senior VFX Technical Artist who likes building exciting, immersive visual effects that make games feel alive — whether that’s gameplay feedback, atmospheric worldbuilding, or large-scale systemic VFX.

Most recently I worked at Riot Games on an unannounced R&D project, where I helped establish the technical and artistic foundations for VFX on a new project. Before Riot, I worked at Bungie on Destiny 2, focusing on Player Rewards, weapons and armor, and live-service cosmetic content. Earlier in my career, I collaborated with the community and Valve to ship 17 official Unusual effects for Team Fortress 2.

My work sits between art and engineering. Alongside creating real-time VFX, I specialize in building the systems, tools, and workflows that support scalable content creation in Unreal Engine 5. I have extensive experience with Niagara, NiagaraScript, Blueprint, shaders, C++, and technical pipeline development, with a strong focus on modularity, optimization, and rapid iteration.

I care a lot about gameplay readability, timing, motion, and performance. Visual effects should not only look good, but communicate clearly and feel responsive in motion. I enjoy solving technical problems just as much as creating visuals, especially when it means making pipelines faster, workflows cleaner, or empowering other developers to create better work. A large part of my approach is building flexible “lego blocks” for teams: systems and tools that make high-quality VFX more accessible, even for developers without a dedicated VFX background.

I’m self-driven and curious-minded, always searching for new things to learn and to expand my skillset. I’m also an avid gamer, with a particular interest in FPS titles such as Deadlock, VALORANT, Overwatch, and Destiny 2. If you feel like someone like me would be a perfect fit for your project or studio, feel free to contact me at bplatnick@s3pirion.com

Resume PDF

Skills

Particle Effects Visual Effects Fluid Simulation C++ Blueprint Player Cosmetic VFX Systemic Workflows Tool Creation/Implementation VFX Engineering NiagaraScript

Software Proficiency

After Effects
After Effects
Photoshop
Photoshop
Premiere
Premiere
Maya
Maya
3ds Max
3ds Max
Substance 3D Designer
Substance 3D Designer
Unreal Engine
Unreal Engine
Substance 3D Painter
Substance 3D Painter
Phoenix FD
Phoenix FD
Visual Studio
Visual Studio
Helix Visual Client (P4V)
Helix Visual Client (P4V)
Niagara
Niagara

Reel

Shipped Productions

  • VALORANT
    • Video Game
      VALORANT
    • Year
      2024
    • Role
      VFX Artist II
    • Company
      Riot Games
  • Destiny 2: Echoes
    • Video Game
      Destiny 2: Echoes
    • Year
      2024
    • Role
      VFX Artist
    • Company
      Bungie
  • Destiny 2: The Final Shape
    • Video Game
      Destiny 2: The Final Shape
    • Year
      2024
    • Role
      VFX Artist
    • Company
      Bungie
  • Destiny 2: Season of The Wish
    • Video Game
      Destiny 2: Season of The Wish
    • Year
      2023
    • Role
      VFX Artist
    • Company
      Bungie
  • Destiny 2: Season of The Witch
    • Video Game
      Destiny 2: Season of The Witch
    • Year
      2023
    • Role
      VFX Artist
    • Company
      Bungie
  • Destiny 2: Season of the Deep
    • Video Game
      Destiny 2: Season of the Deep
    • Year
      2023
    • Role
      VFX Artist
    • Company
      Bungie
  • Destiny 2: Season of Defiance
    • Video Game
      Destiny 2: Season of Defiance
    • Year
      2023
    • Role
      VFX Artist
    • Company
      Bungie
  • Destiny 2: Lightfall
    • Video Game
      Destiny 2: Lightfall
    • Year
      2023
    • Role
      VFX Artist
    • Company
      Bungie
  • Destiny 2: Season of the Seraph
    • Video Game
      Destiny 2: Season of the Seraph
    • Year
      2022
    • Role
      VFX Artist
    • Company
      Bungie
  • Destiny 2: Season of Plunder
    • Video Game
      Destiny 2: Season of Plunder
    • Year
      2022
    • Role
      VFX Artist
    • Company
      Bungie
  • Destiny 2: Season of the Haunted
    • Video Game
      Destiny 2: Season of the Haunted
    • Year
      2022
    • Role
      VFX Artist
    • Company
      Bungie
  • Destiny 2: Season of the Risen
    • Video Game
      Destiny 2: Season of the Risen
    • Year
      2022
    • Role
      VFX Artist
    • Company
      Bungie
  • Destiny 2: The Witch Queen
    • Video Game
      Destiny 2: The Witch Queen
    • Year
      2022
    • Role
      VFX Artist
    • Company
      Bungie
  • Destiny 2: Bungie's 30th Anniversary Pack
    • Video Game
      Destiny 2: Bungie's 30th Anniversary Pack
    • Year
      2021
    • Role
      VFX Artist
    • Company
      Bungie
  • Destiny 2: Season of the Lost
    • Video Game
      Destiny 2: Season of the Lost
    • Year
      2021
    • Role
      VFX Artist
    • Company
      Bungie
  • Team Fortress 2
    • Video Game
      Team Fortress 2
    • Year
      2019
    • Role
      FX Artist
    • Company
      Valve Corporation

Experience

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  • Riot Games
    VFX Artist II, Riot R&D at Riot Games
    Bellevue, United States of America
    July 2023 - April 2026

    First VFX IC Hire on a new, unannounced title as part of Riot R&D, responsible for building up and engineering the foundations for VFX systems, workflows, styles, and tools to create a whole lot of sparkle magic for a new team, as well as assisting VALORANT and general R&D teams with VFX Engineering and Support.

    • Designed and implemented scalable VFX systems in Unreal Engine (C++/Blueprint/Niagara) to support gameplay, environment, and character content across a new FPS project.
    • Built modular, data-driven VFX frameworks that enabled designers and non-VFX artists to safely author and iterate on content without direct support.
    • Developed custom editor tooling (C++/Slate, EUW) to streamline prototyping workflows and improve iteration speed across multidisciplinary teams.
    • Established and maintained VFX production pipelines, workflows, and documentation, reducing production risk and improving team scalability.
    • Oversaw and implemented our baseline VFX production pipeline, workflows, style guide, and documentation, reducing risks for production readiness for the VFX team.
    • Identified and resolved runtime performance bottlenecks in VFX systems, including implementing batching solutions that reduced CPU cost from ~5ms to 0.02ms
    • Acted as a technical bridge between VFX, engineering, and design, contributing to gameplay feature prototyping and system implementation.
    • Served as VFX technical lead during roadmap planning, providing system-level direction, risk assessment, and production scoping
    • Helped other teams and VALORANT align on VFX best practices, and mentored junior artists on leveling up their technical skillset.
    • Worked with VALORANT and Riot R&D Engineering and Technical Art on a number of cross-business unit tasks, becoming a force-multiplier and source of knowledge for projects including Niagara workflow improvements
  • Bungie
    VFX Artist at Bungie
    Bellevue, United States of America
    April 2022 - July 2023

    Created gameplay and cosmetic VFX for multiple Destiny 2 releases, collaborating closely with designers, engineers, and art leadership to ship content at scale, while investigating and researching new technology for the Systems and Player Rewards areas.

    • Created and implemented VFX assets for Player Rewards and other teams within the Systems area and beyond.
    • Worked as a stakeholder for VFX in the Commerce Area, providing feedback and risk assessments, and participating in the greenlight process for Expressions content, such as Emotes and Finishers.
    • Collaborated with other Artists, Producers, and Art Directors on various small teams to ensure on-schedule completion of assets in a pipeline production format.
    • Provided actionable feedback and direction as well as mentorship to other artists, including Junior Artists, within the VFX discipline.
    • Researched and developed systemic VFX solutions for various teams, helping to make the creation and maintenance of new and existing VFX systems easy and intuitive, even for non-VFX artists.
    • Came up with creative, out of the box solutions for large, systemic issues related to the Rewards area. This can be seen in the implimentation of Weapon VFX and Gear rotation for the Inspection Screen, as well as developing per-plug item VFX.
  • Bungie
    Associate VFX Artist at Bungie
    Bellevue, United States of America
    June 2021 - April 2022

    Supported senior VFX artists on Destiny 2 content, building particle systems, shaders, and in-game integrations while ramping up on large-scale production pipelines.

  • Valve
    Freelance VFX Artist at Valve
    Remote
    December 2019 - December 2022

    Worked on the conception, design, and completion of various community contributed real-time particle effects in Valve Software's Team Fortress 2, created and ran promotional materials and campaigns for the effects and their associated Steam Workshop pages, and worked with Valve to add them to Team Fortress 2, with a focus on readability, style cohesion, and player delight.

    • Came up with technically interesting and visually appealing concepts for particle systems that would excite players, while also fitting the theme of upcoming updates and original art direction.
    • Executed on those concepts and rapidly iterated on them, creating particle systems, textures, shaders, and more in order to turn around finished products by deadlines.
    • Brought WIP assets to a community of other artists in order to ask for feedback, and then quickly iterated on those suggestions back into the asset.
    • Lead a team of promotional artists that created exciting images and videos in order to promote the sale of said particle effects.