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Alex Burback
Alex Burback
I thrive working at the intersection of Art & Technology.
Austin, United States

Summary

Alex Burback

Email: aburback@hotmail.com Ph# 310-490-3969

Linkedin https://www.linkedin.com/in/alexburback

Software proficiency

Substance 3D Painter
Substance 3D Painter
Substance 3D Designer
Substance 3D Designer
ZBrush
ZBrush
Unreal Engine
Unreal Engine
Maya
Maya
3ds Max
3ds Max
Quixel Suite
Quixel Suite
xNormal
xNormal
Photoshop
Photoshop
Enlighten
Enlighten

Productions

  • Falloutgame
    • Video Game
      FAllout 76
    • Year
      2018
    • Role
      Senior Environment Artist
    • Company
      Bethesda Game Studio
  • Mafia 3
    • Video Game
      Senior Level Architect
    • Year
      2016
    • Role
      Senior Architect
    • Company
      2K games
  • Uncharted
    • Video Game
      Uncharted The Remastered Trilogy
    • Year
      2015
    • Role
      Senior Environment Artist
    • Company
      Bluepoint Games
  • Dc universe
    • Video Game
      DC Universe Online
    • Year
      2011
    • Role
      Senior Environment Artiset
    • Company
      Sony Online Entertainment

Experience

  • Senior Environment Artist at Bethesda Game Studios ( Zenimax)
    Austin, United States of America
    November 2016 - Present

    • 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.

  • Senior Level Architect ( Mafia 3 ) at 2K Games - Hangar 13
    Novato CA., United States of America
    October 2015 - November 2016

    • 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

  • Senior Environment Artist at Bluepoint Games
    Austin TX, United States of America
    March 2015 - July 2015

    • 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

  • Senior Environment Artist ( DC Universe Online ) at Sony Online Entertainment
    Austin TX, United States of America
    March 2006 - March 2015

    • 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

  • Senior Developer at Viewpoint Digital
    Culver City, CA, United States of America
    December 1999 - May 2006

    • 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