Counter Strike: Condition Zero

Creative Director / Core Design

Character & Weapon Remaster

On the product, I art directed the concept team on remastering characters and weapons, defining updated visual fidelity while staying true to the iconic Counter-Strike identity.


Leading the art team, I ensured each asset met both gameplay and stylistic standards, creating visuals that honored the original while elevating the experience to a singleplayer journey.

Counter Strike Single Player

New Worlds / New Villains / Big GUNS

Environment Direction

On the product, I guided the concept team in remastering design scenarios and environments, modernizing maps while preserving their tactical clarity and signature style.


While this game was built on an aging first-gen 3D game engine, the art team, used every trick to help push visual elements to push fidelity across the game world. We even added simulated in-game physics with action sequences which added visuals rewards for the player, especially when they blew stuff up!

Main Menu Design

On the XBOX version of the product, I designed and implemented the game’s menus and UI, focusing on usability, clarity and seamless integration.


I designed the now-iconic radial menu system which combined functional XBOX controller efficiency with a clean, intuitive design that set a new industry standard for character and weapon loadout menus.

— PROJECT NAME

Counter Strike: CZ


— ROLE

Founder

Brand Manager

Creative Direction

Game Design

UI Design

Branding

Team Management


— DATE

09/12/2003

On Counter Strike: Condition Zero, I led art team management while contributing across all levels of product development within Valve’s original universe.


I worked hands-on from early concept through production, leading from the trenches alongside exceptional talent. I directed the remastering of characters and environments and designed the now-iconic radial menu system, which went on to become an industry standard.


My focus was on modernizing the visuals and without compromising the identity that defined Counter Strike, ensuring the game evolved while staying true to its top of class roots.


The visuals in this game were possible because of the great art talents of J. Hawkins (Concept Artist), R. Singhal, J. Hosfelt, J. Sallenbach, C. Tinney, N. Pappas, S. Hornback, R.  Fleider, W. Johnson, K. Tucker and the Valve Software branding team. It was an honor to lead them.