Szene: !drop, Trade, Buy / Sell 02.09.2017, 21:00

Introduction - "We don't make mistakes, just happy little accidents"

Interview with Marian Kowanz, Content Creator (Skins)

Please introduce yourself to our readers: Who are you and what are you doing?

My name is Marian Kowanz, but most people know me under the name EmKay. I have been active at the CS:GO Workshop since the end of 2013 and became known through my "Redline" Skin collection.

How did you start to create skins for CS:GO?

The love for Counter-Strike and graphic design had been there ever since my childhood. When I heard of Valve's announcement about the skin workshop, I knew immediately that I could not miss this chance. I only knew paid workshops before for Dota 2.

„ I often let myself be inspired by foiling designs

and the car makers' designs and lines… “

Are there specific sources of inspiration for you?

Personally, I have no direct inspiration in the likes of artists. However, I am a big fan of cars and motorcycles and I often let myself be inspired by foiling designs and the car makers' designs and lines.

What tools do you usually use when you create a new skin? (Hardware and software)

Except a PC that is fast enough, and occasionally a graphic tablet I do not use any extraordinary hardware. As programs I use Photoshop, Illustrator, 3D-Coat and for the finished render, 3ds Max.

How much time does it usually take, from the idea to the finished work?

The first skin of a collection always takes the longest time. From the first idea to the finished skin usually passes a week. However, this can vary greatly. Complicated artworks therefore need longer. As soon as the first skin is finished and the design philosophy of the collection is fixed, it is possible for me to complete more skins in two days.

What is your approach to creating skins? What does your workflow look like?

I use a method called "projection mapping". In a 3D program, the design I have created in Photoshop is projected onto both sides of the weapon and then transferred to the 2D texture, the "UV-Sheet". Errors in the texture caused by the 3D program are then corrected by me in Photoshop and last details get completed. Once the skin is finished, it is tested by me in the game and then rendered in 3D for a better presentation.

How did you know that your work was selected by Valve to be officially released in a case? How did it feel for you?

Most people think the process is more exciting than it actually is. When a skin is selected, the creator gets an e-mail on the day of the publication. At first I needed sometime to realize what that actually means to me. That these skins would ever belong to the most famous in the whole game would not have come to my mind at this time.

You have a skin for FACEIT in your workshop. How did it happen and how you feel about commissions?

I've even made a total of six skins for FACEIT. FACEIT has searched several designers in the workshop to make skins in their name. When they enter the game, the bulk of the prize goes into the Prizepool of FACEIT tournaments. The rest goes to the designers. I think it depends on the assignment - the designers commissioned by FACEIT have done it to promote the tournaments and to push forward with Esport.

„ If it were up to me, almost all the skins

in the game had simplistic designs… “

Many of your skins rely on color accents and play with shapes, only a few rely on motives. Is it a style question for you or are there other reasons?

If it were up to me, almost all the skins in the game had simplistic designs. It is very difficult to adapt to the motives of the weapon but there are some incredibly talented illustrators in the workshop I can not hold a candle to. Therefore, I try to adapt my designs as well as possible to the weapon and to emphasize their lines.

Which of your skins would you describe as your best work?

I do not have a personal favorite, but if I had to decide, the „Famas | Despair“ is one I am very fond of. In my opinion, the colors and the lines are very well suited to the basic design of the Famas. In second place would be the die „AWP | Beacon V2".

Are you following the work of other content creators? Are there any favorites among colleagues' work?

Coridium is almost as long active in the CS:GO workshop as me and since then constantly put out unbelievable high-quality designs. In my opinion each skin Valve adopted from him is totally worth it. My current favorite work is however the "CHEVY" collection of M1nd.

What challenges does your work entail probably hardly anyone knows?

Probably the most often ignored fact is that you see a skin most of the time from the egoperspective, and therefore not every skin, which looks beautiful from the side, also looks good in the game. Making a skin appealing from both perspectives is very challenging and often the main problem with skins with motives.

„ That I am myself so strongly involved in one of the workshops, and even earn money with it, I would not have thought however… “

Have you ever created skins before? If so, how has the work changed and would you ever have thought you could make money with it?

I followed the Dota 2 workshop before, but did not do my own work. My 3D modeling skills were not enough. That I am myself so strongly involved in one of the workshops, and even earn money with it, I would not have thought however.

Do you also work on other products outside the workshop, such as shirts, jerseys or merchandise?

I am very interested in the fitness industry and have founded a fitness fashion label with a friend. At the moment we are still in product development, but in future you can buy clothes designed by me under the name ExoSkin. Design philosophy will definitely be familiar to people who follow my workshop.

Apart from Counter-Strike, are there other games where you would be interested to get creative?

I'm a big fan of Rocket League and would like to see the implementation of community created content.

Has your work as a content creator inspired you to work outside the gaming sector as a graphic artist?

Not as a traditional graphic artist, but as already mentioned within my company everything that has to do with graphics and design I do myself.

Can you live on the income from the workshop or is it just a nice pocket money at the end of the day?

Of the income you can definitely live. Unfortunately I can not give exact figures but on the internet you will certainly find enough information about it.

From the perspective of content creators, how do you see the development of Esport? What hopes do you have and change requests you would like to see implemented?

From the point of view of a content creator, it is a good thing that the game becomes more and more popular and that more and more people are enthusiastic about the workshop, but I do not have any concrete change requests at this time. I think the Valve employees know what they are doing - even if it makes a different impression from the outside.

What tips can you give fans who would like to pursue a career in your field?

Everyone started small in the workshop. Even if the competition seems almost endless, one can stand out from the crowd with creative designs and good implementation. Good starting points are the official blog post about the workshop and Coridium's Youtube channel " Coridium Studios ".

Missed a part?

With the Arms Deal Update in mid-2013, Valve brought back an old-fashioned feature in a different form: Skins. Even in the original version of Counter-Strike the community enjoyed many different weapon and playerskins, from realistic to completely crazy. Those who wished could let the CTs jump around the map as Homer Simpson. The difference to today: Only you could see the skins, no one else.In CS:GO, the whole thing looks completely different. The skins are actually only different color schemes of the various weapon models, changes to proportions are no longer allowed. In addition, the skins can not be downloaded and installed as desired, but must be exchanged or officially bought. A curse and blessing in many ways.The bright side is, that the artists behind the creations are financially rewarded when their skin is published in one of the crates. On the other hand, the players are restricted to Valves choice of skins, without making any modifications to the game. And above all the trade with skins allowed the betting and the many other gambling sites, which are always in the center of criticism.But apart from all that there still remains the artist, the content creator, who pursues his creative passion and creates work of art. The fact that this is not just a simple "paint skillz", but really hard work and much consideration goes into the final work, should be clear to anyone who has ever dealt more closely with the matter.