Selected work

Portfolio

20 works

Icebreaker // Escape from Tarkov
1 / 10
View

Icebreaker // Escape from Tarkov

Featured

For this event, our art team of six artists was responsible for the main concept art that set the visual direction, as well as the entire pipeline: level design, art style, modeling, material creation, lighting, optimization, and task management. We also prepared materials and references for the 2D artists who created the map infographics, fully guided the VFX artist who delivered the stunning blizzard and snow effects, and gathered all the SFX references we wanted for the map.On a personal note, creating this map for Tarkov was a completely new experience — not only for the players who will explore it later, but for our team as well. We had to rework it many times and keep adjusting the dimensions of the icebreaker over and over, just so it would actually be playable.One of the biggest challenges was the ship's many corridors and decks. They were so narrow and cramped that the character could barely fit, let alone move around in a way that felt playable. The real puzzle was keeping the icebreaker's unique, recognizable design clear and readable while blending it with gameplay conventions — so the player never feels like they're inside a toy, but inside a massive machine, one powerful enough to crush not just the ice somewhere near the North Pole, but you as well, the moment you set foot on it.There were many challenges along the way, but our team gave it everything we had, so that everyone could truly enjoy the map and immerse themselves in the atmosphere we wanted to create.Art Dream Team:Vladimir OparaAndrew WellsDenis NemytovDmitry Tregubov Evgeny Simonov Vladislav Martynenko

Tools:
3Ds MaxUnity3D
Icebreaker (Interior) // Escape from Tarkov
1 / 17
View

Icebreaker (Interior) // Escape from Tarkov

Featured

This time I want to focus on the interior of the ship and show a bit more of what it's really like to be inside.The icebreaker is a maze of tangled corridors that connect into one another, almost like a real labyrinth. The location is also extremely vertical, which makes it feel like the ship just goes on forever.Finding references for all of this was a real struggle. General information about the Project 22220 icebreaker is available online — some photos, a few videos, interviews — but there were no blueprints or schematics showing how it's built inside. Eventually we managed to track down some of the earliest blueprints of the project, and that became the foundation for everything you see here. A lot of people probably assumed we'd actually visited the icebreaker, since it turned out so detailed — but to be honest, all of this was pieced together bit by bit: screenshots from interviews filmed on board, all kinds of photos, everything we could possibly get our hands on.When we assembled the first prototype in the early stages — not all the rooms and passages were ready yet — it was already possible to launch it and see the space through the player's eyes. It took me around 40 minutes to run through the entire ship, and that was the moment I realized just how massive a vessel like this would be in real life.Art Dream Team:Vladimir OparaAndrew WellsDenis NemytovDmitry TregubovEvgeny SimonovVladislav Martynenko

Tools:
3Ds MaxUnity3D
First Job Experience
NDA
Protected

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.

Tools:
3Ds MaxxNormaLzBrush
June 2020props