Alex Burback
Email: aburback@hotmail.com Ph# 310-490-3969
Linkedin https://www.linkedin.com/in/alexburback
• Work in close-collaboration with Designers and developers to create immersive 3D environments using the latest physically based rending techniques and tools.
• Utilize and interpret concept to build modular architecture sets, props, and supporting materials for environments.
• Own and deliver complete polished levels. All aspects adhere to tech requirements, tested, and approved.
• Work with the art director and environment lead to ensure artistic unity and quality across the project.
• Adapt to custom tool sets and evolving real time game play requirements. Work efficient independently and in teams within strict timelines.
• Develop in collaboration with internal and partner teams.
• Work in close-collaboration with Designers and developers to create immersive 3D environments using the latest physically based rending techniques and tools.
• Adhere to strict real world architecture guidelines, Enlighten, and technical specifications. All work supported metric requirements for cover, vaulting, climbing, jumping and stalking movement styles.
• Work within Performance constraint. Test and optimize final levels.
• Work with Art team and leads to develop the most innovative and cutting edge environments.
Software: 3D Studio Max, Fusion Engine, Substance painter, ZBrush, Enlighten system , Adobe, P4 and other proprietary tools
• Remaster Naughty Dogs Uncharted, The Nathan Drake Collection.
• Responsible for improving architectural assets, foliage, Vehicles, props, Materials and textures.
• Own final art quality of levels
• Asset implementation and testing
• Optimize final levels for performance.
• Software: Bluepoint Games engine, Quixel, Knald, Substance designer, Photoshop, ZBrush, Maya
• Full Cycle MMO development.
• Develop construction standards for assets and map sizes that support player movement types and streaming for: flight, super speed, acrobatics
• Worker with team to develop rules and guidelines for a scalable material library that is modular and flexible.
• Modeling props, vehicles, and modular architecture sets.
Software: Unreal 3, Maya, Photoshop, ZBrush, Perforce, Crazy Bump, Proprietary tools
• Create High definition models using strict Subdivision modeling techniques. Works were primarily automotive, aerospace and consumer goods. Content was used for interactive visualization, training applications and broadcast purposes.
• Created and managed a full modeling and scanning service. The department supported automotive data capture, CAD conversion and industrial application.
• Clients include: General Electric, Lockheed Martin, Toyota, Honda, Nike, and many others.
Software: 3DS MAX, Photoshop, Proprietary Viewpoint tools.
Hardware: Atos Point cloud scanner, Faro Arm digitizer/Scanner, Cyber Scanner