Alex Rybak
@alexrybak
Innovative Senior Technical Artist specializing in real-time rendering.
What I'm looking for
I am an innovative and technically skilled Senior Technical Artist with extensive experience in pipeline development, tool creation, and real-time rendering in both Unreal Engine and Unity. My passion lies in optimizing performance, developing cutting-edge shaders, and creating interactive environments for games and simulations. I thrive on pushing the boundaries of technology to achieve visually stunning and technically sound results.
Throughout my career, I have successfully released titles such as 'The Quantum Conflict' and 'Cozy Holes' on Steam, developed as part of a 2-person team. My recent role as Lead Technical Artist at Firaxis Games has allowed me to lead material creation and establish pipeline standards while collaborating on high-profile projects like Marvel's Midnight Suns and Civilization 7. I am dedicated to fostering a collaborative environment and aligning technical goals with company strategies.
Experience
Work history, roles, and key accomplishments
Lead Technical Artist
Firaxis Games
Aug 2022 - Present (3 years)
Led material creation, pipeline standards with external DCC tools like 3ds Max and Houdini, procedural systems & tools, and development tools. Defined the Technical Art department responsibilities and managed a team of tech artists.
Lead Technical Artist
Conflict Kinetics
Jan 2022 - Present (3 years 7 months)
Directed 3D content systems development in Unity and Unreal Engine 4/5, optimizing workflows and project timelines. Managed pipeline setup and maintenance, ensuring maximum efficiency across all teams.
Technical Artist
Conflict Kinetics
Aug 2019 - Present (6 years)
Engineered modular avatar systems with IK Rig and retargeting workflows, integrated into Anim Graph for runtime character animation solutions. Developed pipeline and detailed documentation for particle systems, lighting, and environmental systems, enhancing realism.
Associate Game Designer/Technical Artist
Goblin Bashing Studios
Apr 2018 - Present (7 years 4 months)
Co-authored the Game Design Document for 'Perdition,' establishing gameplay and level design foundations. Developed and tested game mechanics using visual scripting, ensuring cohesive gameplay experience.
VR/AR Technical Artist
Quantified Design
Oct 2017 - Present (7 years 10 months)
Designed and developed 3D environments and interfaces for American Airlines and US Army training simulations. Established production pipelines and authored technical documentation for asset management.
3D Artist
Smart Information Flow Technologies
Dec 2016 - Present (8 years 8 months)
Created 3D assets for NASA simulation projects, ensuring technical specifications were met for visual fidelity and performance. Conducted on-site photogrammetry for content generation.
Education
Degrees, certifications, and relevant coursework
Full Sail University
Master of Science, Game Design
2016 - 2017
Grade: Salutatorian
Graduated as Salutatorian with a Master of Science in Game Design. This program focused on advanced game development principles and practices.
Full Sail University
Bachelor of Science, Game Art
2012 - 2016
Completed a Bachelor's degree in Game Art, focusing on the artistic and technical aspects of game development. This included 3D modeling, animation, and texturing.
Tech stack
Software and tools used professionally
Availability
Location
Authorized to work in
Website
environmentalwizard.comPortfolio
environmentalwizard.comJob categories
Skills
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