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

My name is Ben Platnick, and I’m a Senior VFX Technical Artist, most reccently at Riot Games as a VFX Artist II, Riot R&D, where I was on a new, unannounced title as part of Riot R&D. Before that, I worked at Bungie as a VFX Artist on Player Rewards, and before that I helped contribute VFX assets to Valve for Team Fortress 2 from 2019-2022

I have a strong VFX background, with a specialization in Technical VFX. I’m capable of owning VFX asset creation as a Senior, as well as the background engineering required to implement it thanks to my skills in Cascade, Niagara, NiagaraScript, Blueprint, and C++. During my previous role at Riot, I was responsible for building up and engineering the foundations for VFX systems, workflows, styles, and tools as the sole VFX IC for a stylized multiplayer FPS. As part of that role, I was required to do a large-scale conversion of legacy Cascade assets and code to Niagara. I’m capable of training, mentoring, and serving as a team stakeholder for VFX Artists.

I have a deep professional history working in Player Reward VFX content, having served as the VFX Stakeholder for Player Rewards on Destiny 2 at Bungie. While at Bungie, I was responsible for implementing compelling and captivating MTX-focused VFX for live service games, generating multiple millions in revenue over my tenure. I provided feedback and risk assessments to Commerce-area leadership and participated in the greenlight process for seasonal plans. I worked closely on two multi-disciplinary small teams, collaborating with other VFX Artists, Engineers, Designers, Audio Designers, QA, Hard-Surface Artists, and more. I helped provide feedback and conducted reviews for assets created by external vendors, helped onboard two other VFX artists, and assisted in the mentorship of multiple VFX personnel during my tenure.

Before Bungie, I worked with Valve to ship 17 of my Unusual Effects created in partnership with other members of the community as official content for Team Fortress 2.

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 - Feburary 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.

    • Created and implimented our baseline VFX assets across combat, environment, character, and gameplay areas for a stylized FPS.
    • Oversaw and implimented our baseline VFX production pipeline, including tools, C++/Blueprints/Niagarascript, workflows, and documentation.
    • Served as VFX performance PoC, ensuring we were under budget and optimizing/restructuring assets as the game evolved.
    • Served as iterem team lead during multiple periods, owning the VFX Discipline’s day-to-day.
    • Mentored other R&D games and VALORANT on VFX best practices, including helping junior artists level up their technical skillset.
    • Worked with VALORANT Engineering and Technical Art on a number of cross-buisness unit tasks.
  • 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.