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Keith Bruns
Keith Bruns
Principal/Lead Technical Artist/Animator
St. Louis, MO, United States

Summary

I started in the video game industry in 1999 and have worked on nearly every artist development task at one point or another since then. Currently I am a Senior Technical Character Artist/Animator specializing in character setup, facial rigging, pipeline optimization, weapon & prop modeling/texturing/rigging for video games. I've been credited on 28+ shipped games spanning the PlayStation 1-5 consoles, Xbox consoles, Nintendo Switch, multiple PC titles and VR games for all of the major systems.

Skills

3D ModelingFacial Rigging & AnimationProp ModelingRiggingWeapon ModelingHDRI PhotographyPBR TexturingCharacter RiggingMetahumansLeading Small Teams

Software proficiency

Maya
Maya
Substance 3D Painter
Substance 3D Painter
Unreal Engine
Unreal Engine
ZBrush
ZBrush
MotionBuilder
MotionBuilder
Jira
Jira
facefx
facefx
photoshop
photoshop

Productions

    • Video Game
      Six Days in Fallujah
    • Year
      2024
    • Role
      Sr. Technical Character Artist/Animator -
    • Company
      Highwire Games
    • Video Game
      Alien: Rogue Incusrion
    • Year
      2024
    • Role
      Sr. Technical Artist -
    • Company
      Survios
    • Video Game
      Puzzle Bobble: Vacation Odyssey (VR, PSVR, PS4, PS5)
    • Year
      2021
    • Role
      Sr. Technical Artist -
    • Company
      Survios
    • Video Game
      Big Rumble Boxing: Creed Champions (PS4, Xbox, Switch)
    • Year
      2021
    • Role
      Sr. Technical Artist -
    • Company
      Survios
    • Video Game
      The Walking Dead: Onslaught (VR)
    • Year
      2020
    • Role
      Sr. Technical Artist -
    • Company
      Survios
    • Video Game
      Westworld: Awakening (VR)
    • Year
      2019
    • Role
      Sr. Technical Artist -
    • Company
      Survios
    • Video Game
      BattleWake (VR & PSVR)
    • Year
      2019
    • Role
      Sr. Technical Artist -
    • Company
      Survios
    • Video Game
      Creed: Rise to Glory (VR & PSVR)
    • Year
      2018
    • Role
      Sr. Technical Artist -
    • Company
      Survios
    • Video Game
      Electronauts (VR & PSVR)
    • Year
      2018
    • Role
      Sr. Technical Artist -
    • Company
      Survios
    • Video Game
      Sprint Vector (VR & PSVR)
    • Year
      2018
    • Role
      Sr. Technical Artist -
    • Company
      Survios
    • Video Game
      Raw Data (VR & PSVR)
    • Year
      2016
    • Role
      Sr. Technical Artist -
    • Company
      Survios
    • TV Production
      Crossbones
    • Year
      2014
    • Role
      Maya TD -
    • Company
      duMonde VFX
    • Video Game
      EVE Online (PC)
    • Year
      2011
    • Role
      Sr. Technical Artist -
    • Company
      CCP Games
    • Video Game
      inFamous (Playstation 3)
    • Year
      2009
    • Role
      Character Technical Director -
    • Company
      Sucker Punch Productions
    • Video Game
      Most of Sony Studios Internal Playstation 3 Launch titles
    • Year
      2006
    • Role
      Artist on Mark Cerny's Playstation 3 Engine Dev Team -
    • Company
      Naughty Dog: ICE Team
    • Video Game
      My Street (Playstation 2)
    • Year
      2003
    • Role
      Rigging / Lighting -
    • Company
      Idol Minds
    • Video Game
      Coolboarders 2001 (Playstation 2)
    • Year
      2001
    • Role
      Character Animator / Rigging -
    • Company
      Idol Minds
    • Video Game
      Coolboarders 2001 (Playstation 1)
    • Year
      2001
    • Role
      Environment Artist / Level Designer -
    • Company
      Idol Minds
    • Video Game
      Coolboarders 4 (Playstation 1) new
    • Year
      1999
    • Role
      Environment Artist / Level Designer -
    • Company
      Idol Minds

Experience

  • Senior Character Technical Artist/Animator at Highwire Games
    Remote, US
    February 2024 - January 2025

    Currently setting up a new skeletong and converting an existing animation pipeline to a custom Metahumans one. Refining hardening art standards and pipeline for a clean development environment and adding full documentation.

  • Senior Technical Artist at Studio Hermitage
    Remote
    November 2023 - February 2024

    I Setup documentation and workflows for establishing an art pipeline for a startup company that had none in place. Responsible for creating art for presentation to publishers and outside contacts to help establish funding and look of the game. Worked to develop assets and cleaned up purchased assets for in game use using a standard PRB workflow in Unreal5. Also did a lot of research and development of numerous software packages for artist use to establish an artist facing pipeline.

  • Principal Character Technical Animator at Mob Entertainment
    St. Louis, MO., US
    May 2023 - September 2023

    Brought on to lead and mentor a small team of technical, environment, animators and character artists on best practices/techniques. I instituted a more modern workflow by incorporating Jira, Perforce, naming conventions and documentation practices. In order to convert from a PC only title, I documented the entire processes for converting to all consoles and portable devices. Responsible for creating character and prop rigs with levels of complexity to adhere to standards for each delivery platform. Instrumental in establishing, reviewing and documenting standards for models, LODs, animation, and artist facing tools.

  • Lead Technical Animator at Firaxis Games
    St. Louis, MO. (Remote), United States of America
    September 2022 - March 2023

    Leading a team of technical artists, also instructing modelers, riggers, and animators to make sure assets adhere to specific and newer standards I'm setting up. More details to come as the project advances.

  • Senior Technical Artist at Survios
    Los Angeles, CA., United States of America
    June 2014 - May 2022

    Was one of the first two artists hired at Survios after the first round of startup funding. Brought in to focus on character and facial rigging, modeling and texturing. Rigged all of the characters in Raw Data, Sprint Vector, BattleWake, Westworld: Awakening, Creed: Rise to Glory, Walking Dead: Onslaught, Puzzle Bobble, and most of them in Creed: Big Rumble Boxing as well as modeling and texturing environment pieces and two of the Raw Data hero weapons (Pistol & Bow). Tons of early R&D VR tests and prototypes that will never see the light of day.

  • Maya TD - Contract at DuMonde VFX
    New Orleans, LA., United States of America
    March 2014 - May 2014

    Brought in to organize and optimize the art pipeline across two studio locations and two off-site artists for John Malkovich's new TV show, 'Crossbones' for NBC. Worked to optimize scenes for renders and managed renders on the internal and external render farms. Modeled and textured buildings, props, vegetation, and other assets for multiple shots.

  • Technical Artist at Kojima Productions
    El Segundo, CA., United States of America
    August 2012 - May 2013

    Was hired as the first artist at the new Los Angeles studio working on the multiplayer portion of Metal Gear Solid V: The Phantom Pain. I was responsible for all art tasks at the time including 2D artwork, logos, stickers, shirts, etc.... I also created and evaluated character and environment art tests to help build the American art team. We built a small but strong art team.

  • Senior Technical Artist at Spark Unlimited
    Sherman Oaks, CA., United States of America
    April 2012 - July 2012

    Character, creature, and prop rigging for Yaiba.

  • Senior Technical Artist at CCP Games
    Stone Mountain, GA, United States of America
    August 2009 - October 2011

    Was brought in to help create the first Character Department in CCP's history. Did all rigging for EVE Online Incarna expansion (Walking in Stations) including the groundbreaking facial animation and character creator. Got to work with Steven Stahlberg, Trevor Claxton and lots of other very talented people while there. Iceland is a great place to visit if you get the chance. Also developed character and creature rigs for the World of Darkness game that was cancelled.

  • Character Technical Director at Sucker Punch Productions
    Bellevue, WA, United States of America
    September 2006 - April 2009

    Came in as a Playstation 3 specialist to help the team ramp up to the new development platform. My experience from Naughty Dog gave me a lot of key insight on how to handle all aspects of the art creation pipeline for the Playstation 3. Was the Character Technical Director on inFamous for the Playstation 3. Introduced the art team to new tools and tech to take advantage of the Playstation 3 architecture.

  • ICE Team Artist at Naughty Dog
    Santa Monica, CA, United States of America
    June 2003 - July 2006

    Fortunate to be the the only artist on the Naughty Dog ICE Team lead by Mark Cerny. We worked on creating the Playstation 3 engine for all of Sony's Launch titles for 3 years before the release of the Playstation 3. I was the art contact for 16 studios worldwide taking feedback, creating assets, developing tools and tutorials for new tech and ensuring the engine could handle all of the various art needs for each studio

  • Modeler/Animator/Rigger at Idol Minds
    Boulder, CO, United States of America
    March 1999 - June 2003

    Started as an environment modeler and track designer on the Coolboarders Series of games. Moved into the Character Animator role for a couple games, then moved into Rigging, Lead Animator and Lighting positions. Worked on Playstation 1 and Playstation 2 titles.