HEXED / 2026 CREATIVE TECHNOLOGIST CS2 / SOURCE 2 / SYSTEMS

BUILDING beyond THE GAME.

Custom assets, game systems, servers and digital products — built as one connected ecosystem.

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02WHAT I DO

FROM
pixels
TO SYSTEMS.

I work across the visual, technical and operational layers of Counter-Strike 2.

Models. Maps. Plugins. Servers. Products.

Designed separately.
Built to work together.

01

CUSTOM
SKINS

Weapon finishes taken from mesh to material — UV layout, texture work and the material instance that ships in Source 2.

  • MODEL
  • UV
  • TEXTURE
  • MATERIAL
STATEWIREFRAME
02

PLAYER
MODELS

Agents built on a real skeleton: edge loops that deform, rigs that animate, materials that still read at distance.

  • RIG
  • MODEL
  • MATERIAL
  • PHYSICS
03

MAPS

Levels designed from the blockout up — sightlines, timings, lighting and navigation, before a single texture.

  • LEVEL DESIGN
  • LIGHTING
  • NAVIGATION
  • GAMEPLAY
STATEWIREFRAME
04

PLUGINS

Gameplay systems written in C# on CounterStrikeSharp — state machines, events and rules the server can trust.

  • EVENT
  • PLUGIN
  • SERVER
  • PLAYER
05

SERVER
SYSTEMS

Game servers deployed, monitored and automated. The part players never see and always feel.

  • DEPLOY
  • MONITOR
  • AUTOMATE
  • SCALE
06

DIGITAL
PRODUCTS

The web layer: platforms, dashboards and tools wired straight into the game servers behind them.

  • INTERFACE
  • PRODUCT
  • FRONTEND
  • DATA
03SELECTED WORK

SELECTED
systems.

Not projects. Systems — each one designed, built and kept running.

01 / 05CS2 PLATFORM / COMMUNITY INFRASTRUCTURE

NOVACS

ROLE
Design · Engineering · Operations
STACK
C# · CounterStrikeSharp · Next.js
SCOPE
Platform · Game modes · Bots
STATUS
Live
WIREFRAME
View case ↗
02 / 05GAME SERVER ECOSYSTEM

RAGE

ROLE
Design · Front end · Auth
STACK
Next.js 16 · React 19 · Steam OpenID
YEAR
2026
STATUS
Live — data layer in progress
WIREFRAME
View case ↗
03 / 05SKINS / AGENTS / COSMETICS

CUSTOM
COLLECTIONS

ROLE
3D · Materials · Integration
STACK
Blender · Workshop Tools · ModelDoc
OUTPUT
Weapon finishes · Agent models
STATUS
Case file in preparation
WIREFRAME
View case ↗
04 / 05TOOLS / RESEARCH / ENGINE WORK

SOURCE 2
EXPERIMENTS

ROLE
Research · Tooling
STACK
C# · .NET reflection · Python
OUTPUT
API dumps · Demo parsing · Map data
STATUS
Ongoing
WIREFRAME
View case ↗
05 / 05DIGITAL PRODUCTS / AUTOMATION

OTHER
SYSTEMS

ROLE
Product · Design · Engineering
STACK
Next.js · Node.js · PostgreSQL · Docker
INCLUDES
mngames.live · igl.mn · aimshot.lol
STATUS
Live
WIREFRAME
View case ↗
04THE SYSTEM

MULTIPLE
systems.
ONE MIND.

Every discipline on this page connects to at least three others. The work is keeping those connections intact while everything grows.

NODEHEXED LINKSALL
05WORKFLOW

IDEA
to
DEPLOYMENT.

01

RESEARCH

Read the engine, the data and the constraints. Then decide.

02

DESIGN

Topology, UVs, layouts and interfaces — resolved before they are built.

03

BUILD

Mesh and code, built in the same direction.

04

TEST

Break it on purpose, before players break it by accident.

05

DEPLOY

Shipped to real servers, behind real traffic.

06

OPERATE

Watched, logged, kept alive.

I prefer systems that survive after the launch screen disappears.

06CAPABILITIES

TOOLS ARE
just tools.

The outcome matters more than the stack.

GAME / ENGINE
  • Counter-Strike 2
  • Source 2
  • Workshop Tools
  • Hammer
  • ModelDoc
DEVELOPMENT
  • C#
  • C++
  • TypeScript
  • JavaScript
  • Node.js
SERVER
  • Linux
  • Docker
  • SteamCMD
  • MySQL
  • Automation
WEB
  • Next.js
  • React
  • Three.js
  • WebGL
CREATIVE
  • Blender
  • Substance
  • Material workflows
  • 3D pipelines

LAB_01

// unfinished on purpose
Prototypes, probes and things built to find out.
Everything below is running live on this page.

EXP.01 SOURCE 2 brush topology
EXP.02 PHYSICS verlet cloth
EXP.03 HUD dynamic crosshair gap
EXP.04 MATERIAL domain-warped noise
EXP.05 VFX impact burst
EXP.06 MODEL LOD switch
EXP.07 NETWORK 64-tick timeline
EXP.08 AUTOMATION pipeline runner
08ABOUT

I LIKE
MAKING
complicated
THINGS
FEEL SIMPLE.

I’m Hexa.

I build inside and around Counter-Strike 2: from visual assets and custom environments to plugins, servers and full digital platforms.

My strongest skill is not a single tool. It is understanding how different systems fit together — and keeping them organized while they grow.

FOCUS
Counter-Strike 2 / Source 2
LAYERS
Assets · Gameplay · Servers · Web
LANGUAGES
C# · C++ · TypeScript

HAVE A HARD PROBLEM? Good.

LET’S
BUILD
SOMETHING
difficult.