Resume

Pablo Zurita

Vancouver, BC, Canada.
Argentine Canadian citizen.

Overview

Principal rendering engineer with multiple years of experience writing rendering technology for AAA games, visualization, DCC applications, and CG animation under different technology stacks and engines such as Unreal Engine, Unity, and Frostbite. Experienced working on-site and remotely, as both individual contributor and as a team leader.

Product-focused engineer interested in all aspects of producing fully featured, high-performance software that empowers artists and game designers. Specialized in design and optimization of lighting technology, shading models, and related infrastructure.

Experience

Dec 2024 - Sep 2025
Lead Principal Rendering Engineer - 2K - Sports Lab
Worked on an unannounced project leading the rendering team, setting up the rendering roadmap, and collaborating with artists.
Nov 2016 - Dec 2024
Senior Rendering Engineer (SSE 2) - Electronic Arts - Frostbite Engine
Senior rendering engineer on multiple titles of the NHL and FIFA franchies. After that moved to the Image Quality cell of Frostbite’s Rendering team. Focused on runtime lighting, material representations and shading models.
Jul 2015 - Nov 2016
Rendering Consultant - ZeroLight
High-end car visualization solution built on Unity.
Aug 2014 - May 2015
Rendering Consultant - YAGER Productions GmbH
Dead Island 2, AAA survival horror game for Xbox One, PlayStation 4, and Windows.
Apr 2014 - Jul 2014
Lead Rendering Engineer - EA Maxis / Globant
The Sims, AAA life simulation game for PC and OS X. Led the effort on a prototype for a character creator.
Mar 2014 - Apr 2014
Software Engineer - EA Canada / Globant
NHL 15, AAA ice hockey title for Xbox 360, PlayStation 3, Xbox One, and PlayStation 4.
Jan 2012 - Feb 2014
Lead Rendering Engineer - Autodesk / Globant
OGS (One Graphics System), graphics library used in all flagship 3D products from Autodesk including AutoCAD, Maya, 3ds Max, Revit, etc.
Sep 2011 - Dec 2012
Lead Rendering Engineer - Virgin Gaming / Globant
2D UI rendering library written from scratch and optimized for Xbox 360 and PlayStation 3.
Aug 2011 - Sep 2011
Lead Systems Engineer - BioWare Austin / Globant
Star Wars - The Old Republic, AAA MMORPG game for PC.
Oct 2010 - Aug 2011
Rendering Engineer - DreamWorks R&D / Globant
Premo, rigging and animation tools used in all DreamWorks’s movies which won a Scientific and Technical Oscar.
Sep 2010 - Oct 2010
Systems Engineer - EA Redwood Shores / Globant
Origin, digital distribution, digital rights management and communications system.
Feb 2010 - Sep 2010
Gamemodes and Systems Engineer - EA Canada / Globant
FIFA 11 soccer game for Xbox 360, PlayStation 3, and PC.
Oct 2009 - Feb 2010
Rendering Engineer - EA Canada / Globant
EA Virtual Playbook, visualization of NBA for ESPN.
Feb 2009 - Oct 2009
Rendering Engineer - EA Canada / Globant
EacGfx, rendering dispatch layer for Xbox 360 and PlayStation 3.
Apr 2008 - Jan 2009
UI Engineer - EA Redwood Shores / Globant
The Godfather II, AAA action sandbox game for Xbox 360, PlayStation 3 and PC.
Apr 2008 - Jul 2014
C++ Architect and Rendering SME - Globant
Rendering SME (Subject Matter Expert).
Feb 2008 - Apr 2008
BREW Developer - Gameloft
Mobile game development.
Dec 2007 - Jan 2008
Rendering Consultant - Visual Technology Services
3D visualization tool and SDK.
Jan 2005 - Sep 2005
Rendering Engineer - Irradiance Software
Real-time visualization solution for architects.