CS.MONEY Blog returns with a fresh series of interviews with skin creators! This time, The Gallery Case skin creators are in the spotlight.
Today we welcome Ryuken, the creator of SCAR-20 Trail Blazer. Ex-CG artist at a film production company, currently a business owner, he was first accepted to CS with MAC-10 Toybox, and now hits two in a row right after Dual Berettas Hideout. He’s calm, cool and collected. Inthis interview, he talks about creating skins, how much money one can make from skins, his other passions and projects, as well as gives some advice to the up-and-coming skinmakers. CS.MONEY Exclusive!
SCAR-20 Trail Blazer and The Love For Counter-Strike
Ryuken is based in Malmö, Sweden. He started experimenting with CS 1.6 models in the 2000s, tweaking textures for weapons and agents just for fun. Then, he took a break from the game for some time and even wasn’t aware of CS:GO skins until he returned to the game in 2020. At that time, Ryuken was working as a CG artist at a film production company, so it was partially related to his profession, though it wasn’t his main job. These days he runs his own web design business and recently started studying game development. He says, “making skins is a passion project for me. I love the process, and seeing my designs in the game is incredibly rewarding.”
Let’s start with today’s leading role: SCAR-20 Trail Blazer. Tell us how you came to the decision to create it, where did the idea come from, and what was the inspiration for it.
“It goes back to May 2022. I wanted to create a mil-spec collection for CS:GO with a topographical pattern as the main element. I made a seamless pattern and applied it to the AWP and AUG, which became the Highlander Collection. After CS2’s release, I didn’t want that pattern to go to waste, so I reused it in a few other designs, one of which was SCAR-20 Trail Blazer. It felt natural to continue working with the topographical theme.”
“Making skins is my biggest hobby, and I’ve never looked at it as a main source of income. However, it’s possible to make enough from a single skin to live on for a while, depending on your expenses. But it’s not something you can rely on unless you’re consistently getting skins accepted.”
At first, I thought your Trail Blazer was made by SayChains, the creator of AWP Black Nile, because it does have the same vibe and this topography design. Buy that’s just a coincidence, right?
“Yes, it’s purely coincidental. Topographical patterns are a staple in FPS games like Counter-Strike and Call of Duty, so there’s a shared visual language. I tend to experiment with patterns and height variations, and I actually started using this pattern about a year before the Anubis collection was released. However, I love Black Nile’s unique design. SayChains’ work is definitely inspiring.”
Skins: Ryuken’s MAC-10 Toybox and Redemption & Dark Visions Series
Ryuken is “pretty picky” with games, having never been drawn to Dota 2, Team Fortress, or Rust, which is a common thing among other skinmakers. But with CS, it’s something else. Ryuken has been playing Counter-Strike since the early days, so he’s really familiar with its world and mechanics and if it wasn’t for CS, he probably wouldn’t have gotten into skin creation at all. “It’s the game I know and love,” he says. His Steam Workshop page is filled with amazing not-yet-accepted skins, and we decided to go through them, as well as about other skins.
Two cases in a row? Wow! Were you expecting something like that?
“No workshop artist expects that I think. It’s part of what makes this process so exciting and unpredictable. You never know what will resonate with Valve or the community.”
“My primary source of inspiration is the game itself. Every map and weapon in Counter-Strike has its own character, and I try to reflect that in my designs.“
Tell us about your other skins. Let’s start with the one you are most proud of.
“There’s something about the red version of SSG08 Dark Vision that makes it my favorite. It was the first skin I made for the SSG, and it turned out exactly how I imagined. I’m really happy with how it came together.
“The first Dark Vision skin was inspired by Metal Gear Solid 1, which I was playing at the time. After the release of CS2, I expanded the series to experiment with new ideas and push the design further.”
And what about MAC-10 Toybox? It was one of your first ever skins and it did make it into the game. Can you recall that moment?
“MAC-10 Toybox was my first accepted skin, so it’s definitely special to me. I spent a lot of time perfecting the illustration, and the whole process of turning it into a proper submission was a huge learning experience. I wasn’t even expecting it to be accepted at the time. When I got the news, I was in Istanbul with my fiancée just days before our wedding, which made the moment even more unforgettable.
“MAC-10 Toybox was definitely the hardest [skin to make of all]. It was a learning process that took a lot of time, from the illustration to the final workshop submission. But the effort totally paid off when it got accepted into the game.”
Now, to Redemption series. They are truly amazing! I’ve seen you posting them a long time ago, then re-releasing, adjusting to CS2. Were you disappointed that Valve chose another one? How the series came to life? What inspired you to do it?
“I try not to set high expectations for any skin I make. Valve has its own selection process, and there are plenty of incredible skins on the workshop that may never be picked. The idea of skulls and roses actually came from my wife. She has a vivid imagination and often helps me with ideas and feedback.
“I think a dark fantasy theme [for a case in CS2] with weathered colors and rough textures would be a great contrast to the game’s current look.”
Skinmaking Advice, Copyrights, The Community, and Other Things
What should a novice skinmaker do? How to get into the Workshop, what to start from, what to do?
“Focus on quality over quantity. It’s better to take your time and create something polished than to rush out multiple mediocre designs. Start by studying the workshop, understanding what works, and refining your skills in 3D modeling, texturing, and design.”
What is more important in the concept and initial work on the skin: self-expression or guessing what the audience wants?
“Self-expression for sure. If you focus too much on following what the community wants, the result can feel forced. When you create something that feels authentic to you, people can sense that and they’re more likely to connect with it.”
Which skin from other authors that got into the game do you consider one of the best in the game and why?
“AK-47 Rat Rod by DasDas is definitely one of my favorites. I’m a huge fan of grungy post-apocalyptic designs, and I think Rat Rod captures that aesthetic perfectly. It feels like it has a story behind it, which really makes it stand out.”
Is there competition and rivalry among skinmakers? After all, it’s a battle royale of some sort!
“There’s definitely competition, but I think most of it is friendly. I’ve encountered a few toxic individuals over the years, but overall, everyone is just trying to get their skins chosen. It’s really about pushing ourselves and each other to improve and contribute to our favorite game.”
You can read other editions of The Gallery Case Skin Makers Interviews via this link.