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.
A D3D11 application for experimenting with Spherical Gaussian lightmaps
Contributions:5 pushes, 4 branches in 11 months
gaussiand3d11experimentingspherical
Find and Hire Top DevelopersWe’ve analyzed the programming source code of over 60 million software developers on GitHub and scored them by 50,000 skills. Sign-up on Prog,AI to search for software developers.
Request Free Trial
Pablo Zurita - Principal Rendering Engineer, 2K Sports Lab