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Real-Time Rendering · Graphics Engineering · Simulation Systems
Alexander Rybak
I'm a technical artist and graphics engineer with 8+ years of shipping real-time 3D software across AAA games, real-time simulation for military training, and AR/VR. I specialize in rendering pipeline architecture, HLSL and DX12 shaders, large-scale procedural systems, and GPU performance. I design systems that remove redundant work at scale, and I ship them on production schedules.
Expert Technical Artist · Firaxis Games · Sparks, MD (remote)
Apr 2026 – present
- Region variant system: I designed and built a system that lets artists author one world map with per-region content mappings, then bakes out every region variant automatically. Authoring went from 4× (one full map per region) to 1.5×, a 62% cut in map production effort, with no runtime randomness.
- Building kit pipeline: I redesigned how building kits are generated, cutting authoring time by 95%, from hours to minutes per kit.
- Rendering pipeline: I own and maintain the full UE5 material and rendering pipeline, including the parent material systems, the HLSL shader libraries, and the rendering standards for a team of up to 6 technical artists.
- UE5 C++ systems: Custom world-building and gameplay systems in C++ that extend UE5's rendering and simulation beyond what Blueprint supports.
- Procedural systems: I architected Houdini and UE5 PCG pipelines for large-scale environment production.
- AI governance: I worked with the Firaxis AI Governance board on ethical, non-generative AI-assisted workflows for real-time rendering.
- Shipped: Civilization VII (2025) and an unannounced title.
Senior Technical Artist · Firaxis Games · Sparks, MD (remote)
Aug 2022 – Apr 2026
- Established the Technical Art department's scope and responsibilities for the project.
- Shipped: Marvel's Midnight Suns (2022).
Senior Technical Artist · Conflict Kinetics Corporation · Remote
Jan 2022 – Sep 2022
- Simulation development: I led UE4/UE5 development of a large real-time training simulation. I was responsible for the animation Blueprints, the effects systems, and the visual fidelity of the simulation environment.
- Pipeline: I designed and maintained the 3D content pipeline and set delivery standards across the art, engineering, and client teams.
Principal Technical Artist · Conflict Kinetics Corporation · Remote
Aug 2019 – Feb 2022
- Systems built: Animation system architecture, a modular avatar and clothing system, vehicle systems and physics, a dynamic weather system, destructible assets and interactions, Niagara VFX, nDisplay integration, the UI system, and the audio system.
- nDisplay: I used nDisplay early in production, which included talking with Epic's engineers and helping shape its documentation.
- R&D: I researched and prototyped mixed reality, ray tracing, and motion capture integration for future simulation features.
- Documentation: I wrote the full technical documentation: pipeline design, particle systems, lighting standards, and testing protocols.
VR/AR Technical Artist · Quantified Design Solutions · Orlando, FL
Oct 2017 – Dec 2018
- I built 3D environments and interfaces for VR/AR training applications, and wrote the asset management pipeline and the documentation standards.
Associate Game Designer · Goblin Bashing Studios LLC · Remote
Aug 2018 – Apr 2019
- I co-wrote the game design document and developed game mechanics for Perdition, an upcoming PC title.
3D Artist · Smart Information Flow Technologies (SIFT) · Remote
Dec 2016 – Oct 2017
- I created 3D assets for NASA simulation projects to strict visual fidelity and performance specifications, and did on-site photogrammetry to capture real-world content.
M.S. Game Design · Full Sail University · Salutatorian
2017
B.S. Game Art · Full Sail University
2016