Portfolio
[17] works in portfolio

Labyrinth // Escape from Tarkov
FeaturedLocation: "Labyrinth"This compact map was created for a special event and intentionally deviates from the standard Escape from Tarkov aesthetic. Our team faced a serious challenge: to design an atmospheric, puzzle-like labyrinth beneath the city in an extremely tight timeframe, evoking the feeling of a basement in an abandoned building. We have now formed a permanent team that works on unique and interesting content for events and beyond. Special thanks to everyone who helped bring this project to life.The result is a dark yet captivating environment with five spawn points where players begin their journey. Every corridor and nook contains a fragment of the location's story, while the interplay of light and textures creates a tangible sense of a place that was once alive.Take a step inside and immerse yourself in the harsh atmosphere of "Labyrinth" — from this moment on, your fate is in your hands.

Factory // Escape from Tarkov
FeaturedFor this task, our team worked on expanding and updating the "Factory" map. My primary responsibility was developing the exterior environment, including creating new flanking routes to expand players' tactical options. The idea to add external routes around the factory arose spontaneously: initially, only a background was planned, but during the process, it became clear that turning small street areas into playable spaces would allow for new tactical flanks and dangerous yet fast exit points.

Streets of Tarkov // Escape from Tarkov
For the Escape From Tarkov 0.14.0 patch, I contributed to the expansion of the "Streets of Tarkov" location. My work involved designing and implementing several detailed interiors, including cafes, a barber shop, and a real estate agency. This was my first project in this role, providing me with invaluable and memorable experience.

Ground Zero // Escape from Tarkov
FeaturedAs part of the "Escape From Tarkov" update, I participated in the development of the engaging location "Ground Zero." This project was a valuable and educational experience for me, and I look forward to applying the skills I gained in future works. However, this is not my first role as a Level Artist. I hope that my creative approach will allow me to bring something unique and interesting to future projects.

Test, Bunker
This piece is a test assignment I completed as part of a job interview process. The time was limited, and I spent about 3–4 days on it. Most of the models were created from scratch and textured, while ready-made assets were used for minor decorative elements. The assignment included a description requesting an underground bunker with a Soviet-style aesthetic, along with several references.

Ships // Modern Warships
FeaturedThis period relates to my freelance work where I participated in the development of a mobile project. With the team's permission, I can only show a few examples—several pieces of work. The collaboration lasted just over two years, during which more than 10 different ships and submarines were created. My responsibilities also included working on buildings, terrain elements for locations, and weapons for the ships. While some tasks were particularly interesting, by the end of this project, I faced significant professional burnout.

Environment Art (Work in Progress) — Lost
I had long wanted to create a small section of a location and worked on it after my main job. Unfortunately, the project was lost, which was a great disappointment to me, as I really wanted to see it through to completion. Despite the difficulty of balancing it with work, the development process was engaging and interesting.

Shield in TESO Style (HP)
At that time, I had already been working for a long time at another company, creating ship and environment models for mobile games. Out of curiosity, I decided to try making a similar shield. However, the model remained at the high-poly stage and was not completed due to frequent periods of intense work and almost no free time. I also planned to create a weapon set in the same style—there is another screenshot of a sword. It was supposed to be an ice-themed weapon set in the style of TESO.

Factory
A factory assembled from tiles and trims with decals. A test model, experimenting with environmental work.

First Job Experience
Unfortunately, we were not permitted to publish the works from the First Studio, but I can share that at that time I was working on armor and weapon sets for TESO.

Beretta FS 92
This was the first project assigned to us during our internship in 2019. The entire learning process took about a month. It was quite challenging to grasp all the details without any prior experience in 3D.Render of the final result in Marmoset, Low Poly 4273 tris.

Armor in TESO Style
The second project completed during the internship. The task was to create a piece of armor in the style of The Elder Scrolls. The work was comprehensive and involved sculpting, working with fabrics, and fur. It took about a month to complete. Low Poly (5707 tris).

First works in 3D graphics: the start of my professional journey
FeaturedMy journey in game development began relatively recently—in 2018, though the idea of creating games had taken root in me much earlier. At that time, accessible information was scarce, so I decided to take several courses. For my work, I chose 3ds Max and found courses that helped me master it at a basic level.

The very first steps and works
My first steps in 3D began with self-study through courses I pursued in my free time after work. Looking back at these works years later, I see how far the journey has been. Here are all the preserved projects, starting from 2018. At that time, I tried to practice modeling every day, experimenting with different styles—some things turned out better, others worse. But all of this experience became the foundation for my future work.


