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.