Hi! My name is Susan Dang and I’m a 2D/3D artist, animator, and game designer based in Melbourne. I’ve been in the industry for 10 years now and my main focus and specialisation has been 3d art, both character and environment art, and 3d animation. I’ve created and optimised assets for games published on every major platform (PC, mobile, VR, Playstation, Switch, Xbox), starting in VR (Zero Latency) and learning mesh economy and optimisation as a core part of my workflow from the very beginning. I’ve worked in Mid, Senior and Lead roles at various companies since then, sometimes as the only artist. I’ve been a part of multiple award winning projects including Wayward Strand (with Ghost Pattern, winning the Best Narrative Award at the Freeplay Independent Games Festival Awards), Lego Party! (with SMG Studios, winning ‘Best Family Game’ at the D.I.C.E. Awards) and Engineerium (with Zero Latency, winning ‘Best New Product’ in the Games and Devices category at the IAAPA Brass Ring Awards). I am experienced with Blender, Unity, Unreal, Substance Painter, Maya, Clip Studio Paint, Godot and Zbrush.

Susan Dang

Hi! My name is Susan Dang and I’m a 2D/3D artist, animator, and game designer based in Melbourne. I’ve been in the industry for 10 years now and my main focus and specialisation has been 3d art, both character and environment art, and 3d animation. I’ve created and optimised assets for games published on every major platform (PC, mobile, VR, Playstation, Switch, Xbox), starting in VR (Zero Latency) and learning mesh economy and optimisation as a core part of my workflow from the very beginning. I’ve worked in Mid, Senior and Lead roles at various companies since then, sometimes as the only artist. I’ve been a part of multiple award winning projects including Wayward Strand (with Ghost Pattern, winning the Best Narrative Award at the Freeplay Independent Games Festival Awards), Lego Party! (with SMG Studios, winning ‘Best Family Game’ at the D.I.C.E. Awards) and Engineerium (with Zero Latency, winning ‘Best New Product’ in the Games and Devices category at the IAAPA Brass Ring Awards). I am experienced with Blender, Unity, Unreal, Substance Painter, Maya, Clip Studio Paint, Godot and Zbrush.

Available to hire

Hi! My name is Susan Dang and I’m a 2D/3D artist, animator, and game designer based in Melbourne. I’ve been in the industry for 10 years now and my main focus and specialisation has been 3d art, both character and environment art, and 3d animation.

I’ve created and optimised assets for games published on every major platform (PC, mobile, VR, Playstation, Switch, Xbox), starting in VR (Zero Latency) and learning mesh economy and optimisation as a core part of my workflow from the very beginning. I’ve worked in Mid, Senior and Lead roles at various companies since then, sometimes as the only artist.

I’ve been a part of multiple award winning projects including Wayward Strand (with Ghost Pattern, winning the Best Narrative Award at the Freeplay Independent Games Festival Awards), Lego Party! (with SMG Studios, winning ‘Best Family Game’ at the D.I.C.E. Awards) and Engineerium (with Zero Latency, winning ‘Best New Product’ in the Games and Devices category at the IAAPA Brass Ring Awards).

I am experienced with Blender, Unity, Unreal, Substance Painter, Maya, Clip Studio Paint, Godot and Zbrush.

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Language

English
Fluent

Work Experience

Narrative Director and Game Designer at Way To The Woods (Open Pixel)
July 21, 2026 - August 13, 2026
Designed levels with a strong focus on narrative and emotional beats. Produced design sketches, flowcharts, and documentation as needed, and supported the creation of a cohesive narrative.
3D Artist, Animator, Rigger at S u s a n D a n g / Something’s Awry Productions (CalGal Drive!)
January 1, 2026 - December 31, 2026
Optimized a 3D character model for game readiness from an animated short while keeping pre-existing blendshapes. Worked on rigging, animation, and Unity implementation including an animation controller and blend tree setup. Also handled 3D modeling, optimization, and texturing for environment and prop pieces.
Tech Artist, 3D Artist, Animator, QA Tester at SMG Studios / Leg o Party ! (Risk Global Domination)
January 1, 2023 - December 31, 2024
Created cutscenes and animated in Maya and Unity timeline editor. Learned and applied a new optimization pipeline in Blender and tools including Brick.io and Marmoset, while updating documentation as required. Produced concept art for Risk dice, troops, player profile frames, and DLC themes; also completed 3D modeling, optimization, and animation of character/environment prop assets. Set up animations, textures, materials, and models in Unity using in-house tools and prefabs. Used Fork, Git extensions, and Jira; performed QA testing.
3D Artist, QA Tester at Ghost Pattern
January 1, 2021 - December 31, 2022
Created and used rigs (including pre-existing rigs) to produce animations in Maya and Unity. Worked on 3D modeling and UV unwrapping of props and environment pieces for the texture artist. Set up textures, materials, and models in Unity and worked with prefabs. Used GitHub Desktop, Jira, Maya, and Unity.
Vtuber: Concept Artist, 3D Artist, Rigger at Commission Work - Freelance
January 1, 2021 - July 21, 2026
Concept art to the final product of a Vtuber character (Virtual youtuber) either for myself or for a client to be used commercially on streaming platforms like Twitch. This included liaising with clients to create a character design and usable character model with ARKit blendshapes for face tracking, hand tracking (Leap Motion Controller/Ultraleap), physics bones, and multiple switchable outfits Optimising characters for real time use in Unity applications (VSeeFace and iFacialMocap) and in VR (Quest 2 desktop and standalone mode for VRChat) Learning bespoke open source applications and the entire Vtuber making process independently. Then creating tutorials and working on characters on stream and answering questions from viewers
Junior Animator at Zero Latency
March 21, 2016 - October 25, 2017
Created concept art, 3D modelled and animated several creatures following the style of the game Engineerium. Implementation of assets in Unity Playtesting in VR Use of Perforce, Tortoise SVN, Jira and Slack

Education

Bachelor of Design (Games) at RMIT
January 1, 2014 - December 31, 2016

Qualifications

Add your qualifications or awards here.

Industry Experience

Gaming, Media & Entertainment, Software & Internet