The CS.MONEY blog is back with a new series of interviews with skin creators! This time, The Gallery Case creator’s skin is in the spotlight.

Today we welcome Ryuken, creator of the SCAR-20 Trail Blazer. A former CG artist at a film production company, currently a business owner, he first got into CS with the MAC-10 Toybox, and now has two consecutive hits after the Dual Berettas Hideout. He is calm, cool, and collected. In this interview, he talks about skin creation, how much money one can make from skins, his other interests and projects, and gives some advice to upcoming skin creators. CS.MONEY Exclusive!

Ryuken is based in Malmö, Sweden. He started experimenting with CS 1.6 models in the 2000s, changing weapon and agent textures just for fun. Then, he took a break from the game for some time and didn’t even know about CS:GO skins until he returned to playing the game in 2020. At that time, Ryuken was working as a CG artist at a film production company, so it was partly related to profession, even though it is not his main job. He currently runs his own web design business and recently started studying game development. He said, “making leather is an interesting project for me. I love the process, and seeing my designs in the game is really rewarding.”

Let’s start with the current lead role: the SCAR-20 Trail Blazer. Tell us how you decided to create it, where the idea came from, and what was the inspiration for it.

“It starts in May 2022. I want to create a mil-spec collection for CS:GO with topographic patterns as the main element. I created a seamless pattern and applied it to the AWP and AUG, which became the Highlander Collection. After CS2 was released, I didn’t want the pattern to go to waste, so I reused it in several other designs, one of which was the SCAR-20 Trail Blazer. It felt natural to continue working with topographical themes.”

“Leathermaking is my biggest hobby, and I have never made it my main source of income. However, you may earn enough from one skin to live on for a while, depending on your expenses. But it’s not something you can rely on unless you consistently get accepted skins.”

At first I thought your Trail Blazer was made by SayChains, creators of the AWP Black Nile, because it does have the same vibe and topographic design. Buying it was just a coincidence, right?

“Yes, it was pure coincidence. Topographic patterns are a staple in FPS games like Counter-Strike and Call of Duty, so there’s a common 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 the unique design of the Black Nile. SayChains work is truly inspiring.”

Skins: MAC-10 Ryuken Toy Box and Redemption & Darkvision Series

Ryuken is “quite picky” with games, having never been interested in Dota 2, Team Fortress, or Rust, which is common among other skinmakers. But with CS, the problem is different. Ryuken has played Counter-Strike since the beginning, so he is very familiar with the world and its mechanics and if it weren’t for CS, he probably wouldn’t have gotten into the world of skin creation at all. “This is a game I know and love,” he said. Its Steam Workshop page is filled with amazing skins that haven’t been received yet, and we decided to talk about them, as well as about other skins.

Two cases in a row? Wow! Did you expect something like that?

“I don’t think any workshop artist expects that. This is part of what makes this process so exciting and unpredictable. You never know what Valve or the community will like.”

My main source of inspiration is the game itself. Each 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 the SSG08 Dark Vision that makes it my favorite. It was the first skin I made for SSG, and it turned out exactly as I imagined. I’m very happy with how it turned out.

“The first Dark Vision skin was inspired by Solid Metal Fittings 1, that I was playing at that time. After CS2 was released, I expanded the series to experiment with new ideas and push the design further.”

And what about the MAC-10 Toy Box? It was one of your first skins and made it into the game. Can you remember that moment?

“MAC-10 Toybox is the first skin I received, so it is very special to me. I spent a lot of time perfecting the illustrations, and the entire process of turning them into proper deliverables was a huge learning experience. I didn’t even think I would be accepted at that time. When I got the news, I was in Istanbul with my fiancé just days before our wedding, which made the moment even more unforgettable.

“The MAC-10 Toy Box is definitely the hardest [skin to make of all]. A learning process that takes a lot of time, from illustration to final delivery of the workshop. But those efforts paid off when they were accepted into the game.”

Now, onto the Redemption series. They are simply amazing! I’ve seen you post it a long time ago, then re-release it, adapting it to CS2. Are you disappointed that Valve chose someone else? How did the series come to life? What inspired you to do it?

“I try not to set high expectations for any skin I create. Valve has its own selection process, and there are a lot of amazing skins in the workshop that would probably never be selected. The skull and roses idea actually came from my wife. He has a vivid imagination and often helps me with ideas and suggestions.

“I think it’s a dark fantasy theme [for a case in CS2] with its weathered colors and rough textures it will be a stark contrast to the look of today’s games.”

Skin Making Advice, Copyright, Community, and Other Things

What should a beginner skinmaker do? How to enter the Workshop, what to start with, what to do?

“Focus on quality over quantity. It’s better to take your time and create something refined than to rush into creating some mediocre design. Start by studying workshops, understanding what works, and perfecting your skills in modeling, texturing, and 3D design.”

What’s more important in the concept and initial work on a skin: self-expression or guessing what the audience wants?

“Self expression for sure. If you focus too much on following what society wants, the result can feel forced. When you create something that feels authentic to you, people can relate to it and they are more likely to connect with it.”

Which skin from another author’s entry into the game do you consider to be one of the best in the game and why?

“The AK-47 Rat Rod from DasDas is definitely one of my favorites. I’m a big fan of post-apocalyptic grungy designs, and I think Rat Rod captures that aesthetic perfectly. It felt like there was a story behind it, which really made it stand out.”

Is there rivalry and rivalry among leather makers? After all, this is a kind of battle royale!

“There’s definitely competition, but I think it’s mostly friendly. I’ve met some toxic individuals over the years, but overall, everyone is just trying to pick their skin. 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 Interview via this link.



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