AVAILABLE Q3.2026
ARTIST_ID :: VEX_ARALOV // ENCRIPTED

VEX
ARALOV
DREAMS_

Game ART DIRECTOR // Concept // 3D // Shader Sorcery

Eight years sculpting neon-soaked worlds from polygons and pixels. I build the look of futures that haven't happened yet — dystopian skylines, chromatic armor, characters that bleed light. Currently shipping the next era of Night City at Vanta Interactive.

08
Years Active
47
Shipped Titles
2.1M
Players Touched
Vex Aralov portrait
ID // VEX-0451-Δ
VEX_ARALOV
// NEURAL_LINK :: STABLE
CLASSSHADER_III
PRJ07 ACTIVE
PING12ms
NEO_KYIV SHADER_WEAVE CHROME_FLESH NIGHT_CITY_DRIFTER PROTOCOL_77 HOLO_KNIGHT NEO_KYIV SHADER_WEAVE CHROME_FLESH NIGHT_CITY_DRIFTER PROTOCOL_77 HOLO_KNIGHT
[01]

SELECTED WORK

Holo Knight
PRJ_0388 2025
// Indie // Character

HOLO KNIGHT

Knight armor concept exploring holographic plating and chromatic edge-light.

BLENDER PS
Night City Drifter
PRJ_0356 2024
// Concept // Environment

NIGHT CITY DRIFTER

A street-level series capturing the rain-soaked mood of a forgotten megablock.

CONCEPT MATTE
Shader Weave
PRJ_0342 2024
// R&D // Shader

SHADER WEAVE

Custom procedural shader library for cloth, chrome, and neon emission.

HLSL UE5
Protocol 77
PRJ_0298 2023
// Mobile // UI/UX

PROTOCOL_77

Holographic UI system for a tactical cyberpunk mobile game.

FIGMA AE
[02] :: ARSENAL

THE TOOLKIT

I don't just push pixels — I build pipelines, write shaders, and direct teams toward a single visual truth. The tools below have been beaten into obedience over eight years of shipping.

Every project I take on expands the kit by one weapon. Currently mastering: real-time ray-traced caustics in UE5.4 and procedural cloth sim in Houdini 20.

Concept & Matte Painting 98%
ZBrush // Character Sculpting 94%
Substance Suite // Texturing 96%
Unreal Engine 5 // World Building 92%
HLSL // Shader Programming 88%
Art Direction // Team Lead 90%
[03]

CAREER PATH

2026—NOW
VANTA INTERACTIVE // BERLIN

Lead Art Director

RANK // S-TIER // TEAM 24

Heading the visual identity of an unannounced cyber-RPG franchise. Defining the look-dev pipeline from concept to engine, mentoring 24 artists across 4 studios, and personally sculpting the protagonist + antagonist roster.

2022—2026
GREYSCALE STUDIO // KYIV

Senior Character Artist

RANK // A-TIER // TEAM 12

Owned character pipelines for three shipped AA titles. Built the studio's cloth-sim workflow and trained 6 juniors still working in the industry today. Two of my designs are now cover art.

2020—2022
PIXEL MINERS // REMOTE

3D Generalist & Shader Artist

RANK // B-TIER // TEAM 8

Wore every hat on a small indie team — props, characters, environments, VFX, even UI shaders. Shipped "Drift.exe" which hit 800K downloads and earned my first industry award for "Best Visual Identity (Indie)".

2018—2020
INDIE FREELANCE // GLOBAL

Concept Artist & Illustrator

RANK // ROOKIE // SOLO

Two years of brutal grind: 30+ freelance contracts, 14 rejected pitches, 2 shipped mobile games. Built the foundation — and the rejection tolerance — that everything else stands on.

[04] :: OPEN CHANNEL

LET'S BUILD
SOMETHING
BROKEN.

Available for select contract work, art-direction consulting, and full-time opportunities starting Q3 2026. I read every message personally — usually reply within 48 hours, unless I'm deep in a sprint.