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Terminal // Escape from Tarkov

11 years of production.
From early blockouts to a shipped final location.

Terminal is not just another map. It’s a convergence point of experience, decisions, responsibility, and team coordination. Tools, pipelines, and people changed over time, but the goal remained the same: build a believable space that holds up under real gameplay pressure.

Early development was driven by blockouts and solo playtests — validating routes, flow, difficulty, and pacing before any visual polish. Every major area followed a clear priority: gameplay first, atmosphere second, visuals last.

Terminal was designed as a culmination — demanding, readable under stress, and flexible enough to support different gameplay scenarios. The final structure validated the core design decisions.

This location exists thanks to a large, dedicated team. Proud to have led and contributed to a space that now lives on in the game.

Not a farewell.
Just a checkpoint.

See you in raid.

https://www.artstation.com/antonalukard
https://www.artstation.com/andrew-wells
https://www.artstation.com/slava_shesterov
https://www.artstation.com/maklaut
https://www.artstation.com/doker_world
https://www.artstation.com/ay_google
https://www.artstation.com/callmerudy
https://www.artstation.com/gidji
https://www.artstation.com/natashus

Escape from Tarkov 1.0 Release Gameplay Trailer

PureRef file with all the development references.

PureRef file with all the development references.

Filming of the RAID series. I was actually present during the shooting of 
the final episode at Terminal (2018).

Filming of the RAID series. I was actually present during the shooting of
the final episode at Terminal (2018).

Some of the references that were used to create the location.

Some of the references that were used to create the location.

Location concepts for Shoreline with a background featuring part of the Terminal location.
concepts by EUGENE SHUSHLIAMIN

Location concepts for Shoreline with a background featuring part of the Terminal location.
concepts by EUGENE SHUSHLIAMIN

A few more screenshots from an early stage of development.

A few more screenshots from an early stage of development.

At the very beginning, I had to play through my own blockout solo, simulating gameplay and mechanics on a timer. Here you can see four different route variants.

At the very beginning, I had to play through my own blockout solo, simulating gameplay and mechanics on a timer. Here you can see four different route variants.

The screenshot shows references for the main buildings and very simple blockouts — basic geometry combined with photo textures.

The screenshot shows references for the main buildings and very simple blockouts — basic geometry combined with photo textures.

Photo references used to understand the lighting of a nighttime Terminal (port).

Photo references used to understand the lighting of a nighttime Terminal (port).

Random memes from development.

Random memes from development.

Random memes from development.

Random memes from development.

Random memes from development.

Random memes from development.

Random memes from development.

Random memes from development.

I just want to point out that this location was made by a team of absolute gigachads.

I just want to point out that this location was made by a team of absolute gigachads.

Special bonus: a sketch by 
@nikgeneburn (Nikita Buyanov)

Special bonus: a sketch by
@nikgeneburn (Nikita Buyanov)

Bonus: a map made by our dedicated fan @re3mr.
I really love it when things like this happen.

Bonus: a map made by our dedicated fan @re3mr.
I really love it when things like this happen.