- Website UI/UX Design
- Platform Architecture
- 20+ Custom Case Packs
- Personal Account Design
- Logo and Branding Creation
GGSkins, first generation: a case-opening platform for CS skins
Site design, platform architecture and a library of 20+ custom case packs for the first version of GGSkins — the product that later grew into GGSkins v2.

About the project
GGSkins started as a case-opening site for Counter-Strike skins: a player deposits, opens a case, wins an item, and then keeps it, upgrades it or takes it into a battle against other players. The first generation had to do three things at once — give the product a structure that could hold several game modes, give it a face players would recognise, and give it a shelf of cases worth opening. Tresor designed all three.
One screen map for four modes
Case opening, case battles, free cases and the upgrader sit in one tab row, so switching modes never means leaving the page. The battles lobby lists open rooms with their cases, price and players; free cases and a level ladder give a new player a first opening without a deposit.
Deliverables 4 game modes on one navigation · battles lobby · free cases and level ladder

The upgrader shows the bet before the click
A chance gauge in the centre, multipliers from 1.5× to 10× as buttons rather than a slider, and two inventories side by side — what the player risks and what he is reaching for, on one screen.
Deliverables upgrader with chance gauge · two-inventory layout

Twenty-plus case packs, each drawn as an object
Every case is a rendered hard case with its own weapon, colour and light — fire, toxic green, hazard yellow, cold blue. Drawn one by one rather than generated from a template, so the shop reads as a shelf of objects instead of a price list.
Deliverables 20+ custom case packs · shop and case-opening screens

Mobile, laid out at phone width
Upgrade, battles, partnership, case opening and the live counters were each laid out for a phone rather than scaled down from desktop, so the parts a player taps most sit under the thumb.
Deliverables mobile screens for every mode · partnership and profile on mobile

Results
The first generation gave GGSkins its structure, its case library and a visual language of its own. When the platform outgrew it, the second generation was designed from a clean sheet — that is a separate case, GGSkins v2.

Questions this case answers
-
What does a case-opening platform need before the first case is drawn?
A screen map. Case opening, battles, free cases, the upgrader and the cashier all pull on the same balance and the same inventory, so the navigation and the account have to be settled first — otherwise every new mode becomes a separate site bolted onto the last one.
-
Why draw each case as a separate object instead of using a template?
Because the case is the product. A player scanning a shop row decides by silhouette and colour before reading a name; a template makes every case look like the same case with a different label. Twenty-plus hand-drawn packs give the shop a shelf of things to want.
-
How many game modes should a skins platform launch with?
Enough to keep a player on the site between openings — usually opening, battles and an upgrader — but all on one navigation. Modes added as afterthoughts show: different spacing, different buttons, different rules for the same balance.
-
What changes when a case-opening site goes mobile?
The upgrader loses its side-by-side inventories, the battles lobby becomes a stack of cards, and everything a player taps most moves under the thumb. Scaling the desktop layout down produces a site that technically fits and practically loses the deposit.
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When is it time to redesign a platform from scratch rather than extend it?
When the next feature no longer fits the structure — new modes, new markets, a different fairness model. That is what happened to GGSkins: the first generation did its job, and the second was designed from a clean sheet as GGSkins v2.
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