Vlad Neykov is a Director of Software Engineering, Quality at Unity with nine years of focused experience shaping graphics, rendering, and tooling quality across engine teams. He blends technical artistry and hands-on engineering—authoring shader and material-graph contributions to high-profile Unity projects like ShaderGraph and the Scriptable Render Pipeline—with leadership that operationalizes data and unblocks cross-team workflows. Vlad has built BI frameworks to visualize engine quality, led multidisciplinary teams of technical artists and SDETs, and championed best practices for graphics pipelines and VFX. A former VFX artist and game developer, he uniquely understands both the artist’s workflow and the low-level shader mechanics that power production pipelines. Based in Brighton, he brings a pragmatic, creative approach to reducing defects while enabling richer authoring tools and more expressive shaders.
9 years of coding experience
7 years of employment as a software developer
MFA Interactive Design and Game Development, MFA Interactive Design and Game Development at Savannah College of Art and Design
BA Computer Art, BA Computer Art at SUNY Oneonta
Associate of Arts and Sciences (AAS) Multimedia, Associate of Arts and Sciences (AAS) Multimedia at Fulton-Montgomery Community College
Unity Graphics - Including Scriptable Render Pipeline
Role in this project:
Full-stack Developer
Contributions:68 reviews, 54 commits, 36 comments in 2 years 6 months
Contributions summary:Vlad's contributions primarily involved developing components for a material graph system within the Unity environment. They added and modified nodes, including TextureLODNode, UVRotatorNode, TextureAssetNode, and SamplerAssetNode, indicating work on shader creation and texture manipulation. They also updated the material graph presenter and added tooltips, showcasing a focus on both runtime and editor-related features. The user demonstrated a strong understanding of the Unity engine and shader graph creation.
Contributions summary:Vlad focused on implementing and modifying nodes within the Unity ShaderGraph project. Contributions included the addition of new node types (e.g., TextureLOD, UVRotator, TextureSampler, SamplerAsset), modifying existing nodes to incorporate new features (e.g., Tri-Planar mapping enhancements), and refactoring code to support new texture and sampler types. These changes directly expanded the functionality of the ShaderGraph, enabling more complex shader creation workflows.
unity3dunityshadergraph
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Vlad Neykov - Director, Software Engineering, Quality at Unity