Pablo Zurita

Principal Rendering Engineer, 2K Sports Lab

Vancouver, British Columbia, Canada
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Summary

👤
Senior
Pablo Zurita is a Principal Rendering Engineer with 11 years of focused experience delivering high-fidelity real-time graphics for AAA games and visualization tools, now leading rendering efforts at 2K Sports Lab from Vancouver. He has driven lighting, shading and image-quality innovations at EA’s Frostbite team—shipping strand hair rendering on FIFA 21 and implementing advanced models like dual-lobe specular, anisotropic shading, specular occlusion and microshadowing across multiple franchises. Pablo’s background spans engine-level performance and tooling work—from CPU/GPU optimizations in Unity and Unreal integrations to architecting Autodesk’s One Graphics System and contributing R&D that was part of a Scientific and Technical Oscar-winning toolset. Comfortable leading small specialist teams or acting as the go-to SME, he blends low-level C++ engine work with practical production problem solving for consoles, PC and VR. Less obvious: he pairs deep rendering expertise with hands-on systems and memory optimizations, having repeatedly rescued projects by squeezing performance and shipping features within tight platform budgets.
code11 years of coding experience
job17 years of employment as a software developer
languagesSpanish, English
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Github Skills (14)

gaussian10
raytracing9
directx8
opencl4
opengl3
analyzer3
command-line-utility3
gpu3
vulkan2
code-analysis2
cpp2
compiler2
cuda1
performance-analysis1

Programming languages (1)

C++

Github contributions (5)

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pzurita/DXRPathTracer

Dec 2018 - Apr 2025

A (very) simple path tracer implemented using DirectX Ray Tracing (DXR)
Contributions:2 PRs, 9 pushes, 9 branches in 6 years 5 months
path-tracerraypropagationpathtracingdxr
pzurita/Falcor

Oct 2017 - Apr 2025

Contributions:2 pushes in 7 years 7 months
webglreal-time-renderingrenderingopenglgraphics
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