Koidu Vest Design & art direction
Case study 03 CTRL × Allstar Counter-Strike 2

Turning gameplay into a cookie campaign

Most brand work in a game adds something: a logo on a wall, a product in a corner. This one took something away. The blood in Counter-Strike 2 was replaced with cookies — which means the brand does not appear beside the action, it appears as the action.

Client
CTRL, with Allstar Gaming
Platform
Counter-Strike 2 · Source 2 engine
My role
Campaign concept, character and effect design, custom game assets, in-game implementation
Fig. 1

Red velvet in place of blood. The splatter keeps the shape and the timing of the original effect, which is why it still reads as a hit.

01

The thing a clip is made of

Allstar exists because players want to keep their best moments. Almost every one of those moments is a kill. If you want a brand to be in the clip rather than near it, that is the frame you have to work with.

So the kill became the product. The impact effect that normally means injury now throws crumbs and pieces of cookie, and the splatter left on the wall is red velvet. The joke lands because the timing is untouched — it still reads as a hit, it just reads as a delicious one.

It also solves a problem the brand never has to mention. A confectionery brand advertising inside a shooter is an awkward adjacency. Replacing the blood instead of sitting next to it turns the awkward part into the idea.

02

Making a particle feel edible

Fig. 2

Pieces and crumbs thrown on impact, scattering with weight rather than spraying.

Blood is a fine mist that spreads and stains. A cookie breaks into pieces that tumble and fall. Keeping the original timing while changing that behaviour is the whole trick: too light and it looks like confetti, too heavy and it stops reading as an impact at all.

03

Brand assets, wrong by default

CTRL supplied three-dimensional models of the cookies themselves, one per flavour, with textures at up to 8192 × 8192. The files run to several hundred megabytes each — built, like most brand 3D, for packaging renders rather than for anything that has to move.

That is the same starting point as every product integration I have done here: the asset is correct and unusable at the same time. What goes into the game is a reading of it, not a copy of it, and deciding what survives that reduction is where the design actually happens.

—

What transfers

The useful idea here is not the cookies. It is that the strongest place to put a brand is usually the thing the audience is already looking at, and that the awkward part of a brief — a snack brand in a shooter — is often where the idea is hiding.

To confirm before launch

Dates, and which parts were yours versus the wider team. Also: the folder of cookie product renders and packaging shots — were those made by you, or delivered by CTRL? They are not on this page until that is clear, because showing a brand's own renders as portfolio work is the fastest way to lose trust.