CINEMATIC UNIVERSE FOR THE COUNTER-STRIKE World tournament EVeNT

CS:GO 17

Counter-Strike is a legendary game, and we were proud to design for two consecutive years (2016 and 2017) stage design and all content part of the World tournament.We aimed at a new level of Counter-Strike game perception for the second year. The key to this idea was upscaling existing visual game assets and creating content to illustrate a game tournament and involve fans in a more profound feeling of the game universe. With twenty-five expert specialists working on the project, the development took about three months from start to finish. Let's see how it was.


INTRODUCING THE WORLD'S E-SPORT STAGE

Bridging the virtual and the reality, the e-sport stage was designed for the creation of an immersive atmosphere for both professional gamers and spectators. The immersive 360-degree stage was designed with intricate props that allow players to feel like they're on their adventure and, at the same time, keep the audience in the best view position. Evolving from the original computer graphics, the production design focused on lighting and meticulously detailed laser elements. Together with the onscreen content, the scene created an immersive experience reeling in everyone around.


CINEMATIC CONCEPT ART

We took the existing low polygon 3D models and elevated them to a new level of precision. Through meticulous sculpting and detailing, Counter strike locations were transformed into high-poly masterpieces for our future content ambitions!

STYLE SHOT POWER

A captivating concept for improved content was presented through inspiring visuals.Our event content pack embodies this vision in each element, from the intro to the inauguration ceremony content and team presentation.

HIGH-POLY LOCATION MODELING AS A LEVEL DESIGN

Our team extensively explored the core locations, enhancing them with carefully chosen props to create a truly cinematic atmosphere. Every location includes a spirit of the game and delivers an immersive gaming experience to all audience.

With hand-drawn shadows, small details, and curves, the scene with ragged curtains was just one example of the team coming together to create a multilevel experience on one canvas.

The design team also worked on the texture of each team’s logo to add the required volume. The logos were then placed on the game locations with their own light design and at the right angle.


NATURAL MOVEMENTS WITH MOCAP

Using the motion capture method during the work with characters, our team was able to calculate the characters’ dynamics and achieve the most natural movements in the picture.

In addition, our task was to create fully voluminous drawings. To do this, we pulled the characters from the game and finalized them with the same detailing hand-drawn technique for the faces, uniform elements, buttons, and folds on their clothes.


THAT IS WHAT
WE CALL
"BOOM"

The multitude of visual effects, including fire, explosions, smoke clouds, sparks, and fog can leave some of the strongest impressions on gamers and spectators and captivate the participants within the game. All VFX were developed in Houdini and layered upon compositing. As a result, the picture has become more voluminous and realistic, which was particularly prominent in the scene with a flying wheel explosion.


GAMER ORIENTED DESIGN

Another component of the project was the personal design development for each gamer. With community values in mind, we incorporated the content while preserving individuality. The texturing technique here allowed to transpire the gamers’ personalities through their weapon skins.


STYLE
FRAMES

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