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Icebreaker // Escape from Tarkov

June 2026locations
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Icebreaker // Escape from Tarkov
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Description

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 Opara

Andrew Wells

Denis Nemytov

Dmitry Tregubov

Evgeny Simonov

Vladislav Martynenko

Tools

3Ds MaxUnity3D