Koidu Vest Design & art direction
Case study 02 Corsair × Allstar Counter-Strike 2

Bringing Corsair into Counter-Strike 2

A real headset, worn by characters in a game that was never asked to carry it. The design problem was not what it should look like — Corsair already knew that. It was getting a product built for marketing renders to survive inside a game engine and still read as the product.

Client
Corsair, with Allstar Gaming
Product
VOID gaming headset
Platform
Counter-Strike 2 · Source 2 engine
My role
Product visual adaptation, character asset work, skybox, custom effects, in-game implementation
Close-up of a Counter-Strike 2 character wearing a black Corsair headset, the sail logo visible on the earcup
Fig. 1

The headset on a character model, logo legible at this distance.

A Counter-Strike 2 character wearing a white Corsair headset, with two more characters wearing headsets in the background
Fig. 2

Both colourways, and the reason it had to be cheap to render: everyone in the match is wearing one.

01

Two opposite kinds of 3D

Corsair supplied their own product model — the asset their marketing renders are made from. It arrived as a Cinema 4D scene of roughly 136 MB, with a studio lighting rig, photographic fabric and plastic materials, and a white background already set up.

That is exactly right for a product shot and exactly wrong for a game. A marketing model exists to be admired alone, held still, under lights chosen for it. A character asset has to sit on a moving body, read instantly at any distance, survive whatever lighting the map happens to have, and cost almost nothing to draw — because ten players are wearing it at once, sixty times a second.

Pulling the headset out of that scene on its own still left well over half a million faces. Everything after that was the real work: reducing it to something the game would carry without losing the shape, the proportions and the detail that make it recognisably a Corsair VOID rather than a generic headset.

That is the constraint the whole project turns on. A brand integration that nobody recognises is worthless, and one that tanks the frame rate gets removed.

02

Fitting it to a head that already exists

A headset is not a decal. It had to sit on heads modelled years ago by someone else, in a range of shapes, with hair and headgear already on them, and it had to sit right from every angle a camera could reach it from.

So the work happened on the character, not beside it. Grey first, with no texture to flatter the silhouette: if the shape was wrong, it was obvious there and nowhere else.

An untextured grey render of the headset positioned on a Counter-Strike character head in a 3D viewport
Fig. 3

Fit checked on an untextured model, where only the shape can be judged.

The white headset positioned on a textured bearded Counter-Strike character wearing sunglasses, shown in a 3D viewport
Fig. 4

The same fit on the finished character, sunglasses and beard included.

A render of the finished white Corsair headset asset isolated on a black background
Fig. 5

The asset on its own, once it carried the detail that makes the product recognisable at a weight the game could afford.

A Counter-Strike 2 character shown full length in game, wearing the white Corsair headset
Fig. 6

And in the game, at the distance most players will ever see it from — which is the distance that decides whether the silhouette reads as a product or as a lump.

03

The sky, from both sides

The headset is the close-range surface. The skybox is the opposite: it is what the brand looks like from everywhere at once. This one wraps the whole map in Corsair's yellow and magenta, so the colour is present in every frame a player captures without a single logo being in the way.

The Corsair skybox texture laid out flat: a wide panoramic sky in yellow, magenta and cyan
Fig. 7

The skybox texture flat, before the engine wraps it around the map. Delivered at 8192 × 4096.

The Corsair skybox seen in game: a swirling yellow, cyan and magenta sky over a city skyline above the map
Fig. 8

And wrapped around the map. Nobody reads a sky as advertising, which is exactly why it works.

04

Gloves and impacts

First-person view of Corsair-branded gloves holding a knife, the Corsair wordmark and sail logo visible on the cuff
Fig. 9

The gloves, at the size the player actually sees them.

Fig. 10

Branded gloves in the player's own hands, and brand-coloured particles in place of the default impact effect.

The headset is what other players see. The gloves are what the player sees — constantly, because the game is first person. Between them the brand is present from both points of view, which is what makes it hold up in a clip regardless of whose screen it was recorded on.

Fig. 11

All four surfaces running together in a live match.

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Why this one transfers

Every brand with a physical product and a 3D file eventually wants that file somewhere it was not built for — a configurator, an AR try-on, a game. The asset is always wrong for the destination, and the decision about what to throw away is a design decision, not a technical one. Knowing which details carry the recognition is the job.

To confirm before launch

Dates. Which parts were yours versus Allstar's wider team. And credit for the co-branded promo video the stills above were taken from — if that was produced by Allstar's video team rather than you, it needs saying here.