
3D model – Scarusa
A Medusa-inspired character based on my concept, modeled and hand-painted for the 3D Character Modeling course at Masaryk University.
A selection of my work in game development, 3D graphics, and modding.
22 projects

A Medusa-inspired character based on my concept, modeled and hand-painted for the 3D Character Modeling course at Masaryk University.

A first-person rail shooter set in an underground research facility overrun by a cryogenic parasite.

A sci-fi robot based on my original concept, modeled in Blender for the 3D Modeling course at Masaryk University.

A shoot 'em up inspired by Tyrian, with enemy attack patterns, weapon upgrades and a custom spaceship.
A lightmap baking tool developed for my bachelor's thesis, with CPU path tracing, progressive results and an interactive OpenGL renderer.

A short animation of an English breakfast being prepared, using custom models and solid-color materials.

A Blender addon for Vietcong and Vietcong 2 assets, supporting models, materials, skeletal animation and engine-specific settings.

My own OpenGL-based level editor for Hidden & Dangerous 2, built by reverse engineering the game's undocumented file formats.

Blender tools for the 4DS format, enabling custom assets and materials for Hidden & Dangerous 2.

An example of a more advanced singleplayer mission script I wrote for Vietcong. This mission was created as part of the fan-made add-on Hell in the Jungle, in collaboration with modder Melber, the main author of the add-on. The level is based on the original Hanging Bridge level from the Fist Alpha expansion pack, but the mission progression is original and played from the perspective of Vietcong soldiers. I implemented the entire mission script, including dialogue sequences and gameplay logic, while Melber was responsible for the level itself.

A custom multiplayer game mode script I originally wrote for a Vietcong jump map Cave_Jump created by Die. Authors of jump maps traditionally include secret rooms in their maps that players explore and discover. This mode builds on that concept by introducing a dedicated system for tracking which rooms each player has already found. Each secret room can be claimed by capturing a flag, and the mode tracks player progress throughout the map. The total number of rooms is visible to everyone, and players can see each other’s progress and compare how far they have gotten.

An original Vietcong jungle map, designed for clear navigation and cooperative play. Still part of the community's map rotation.

An original map with a self-explanatory name, directly inspired by my own dreams. The level follows a highly stylized artistic direction with psychedelic elements. It’s a smaller map, largely enveloped in darkness, creating a playful and surreal environment. In retrospect, however, some of these design choices negatively impact gameplay comfort in certain aspects. The map was primarily designed for DM.

This map features a distinctive visual style, achieved through edge highlighting and 8-bit-like textures. Player skins were also modified to solid yellow and blue, which reinforces both visual clarity and stylistic consistency. The core layout is not original, largely based on and partially adapted from the unofficial Complex map from Vietcong 2. However, the placement of obstacles and the overall artistic direction are my own. The map is primarily designed for CTF and ATG modes.

This map is a port of the Airstrip map from the Counter-Strike series. While it doesn’t introduce new level design elements, the focus was on adapting the visuals to fit a US basecamp near the jungle and align with Vietcong’s original maps aesthetic. The map was primarily designed for DM, CTF and VC_COOP modes.

My original desert map set in an open environment with an oasis. The level features mostly open space with minimal cover, which I later recognized as a less effective design choice. It was created for the VC_COOP mode, aiming to provide a challenging experience rather than a realistic tactical scenario.

The first map I fully modeled myself – Enemy Territory. It is set in a remote facility complex with an underground garage and surrounding passages. The map aims to capture the atmosphere of New Mexico, evoking a sense of isolation and abandonment. It was primarily designed for DM and COOP modes.

This map is essentially a port of the well-known Depot map from Vietcong 2, so I don’t take much creative credit for its design. My main contribution was adapting it to Vietcong 1, including thoughtful placement of the available weapons. At the time of release, the map was quite popular and offered fast-paced gameplay (especially in DM), keeping players constantly engaged. There are several ports of this map for Vietcong 1, but I believe this version is the most faithful and best preserves the original gameplay pacing. It’s a map I enjoy playing to this day.

I consider this map a successful expansion of the original NVA Base map. It extends the gameplay by introducing new paths, additional cover opportunities, and an entirely new area beyond the original map boundaries. The map makes use of external 3D assets, which were retextured to better match the overall visual style of the original map.

This is essentially a retextured version of the original Arroyo map, adapted to create a winter atmosphere – and for those who prefer something other than the green jungle hell :). While the core layout remains unchanged, the map offers a noticeably different experience through higher contrast and a distinct visual atmosphere.

One of my early maps, loosely inspired by the Irish city of Limerick, which I was particularly interested in at the time. The goal was to capture the feel of a fight taking place in the streets of a small town with an adjacent park. The geometry is very simple, essentially a layout of straight streets. At that stage, I wasn’t creating my own 3D models yet, so the level was built using external 3D assets and textured box-based structures of varying sizes. But It was definitely a step forward toward creating my original creations.

This was my very first published Vietcong map. It’s not a groundbreaking piece but rather a simple extension of the original Halong Port map, adding access to mountains that were previously unreachable using elevated platforms. The environment design is worse than basic, as this was my first project. For me, the project is mainly a nostalgic milestone. During its development, I managed to bring four of my closest classmates into the game. We initially played the map locally over LAN, and I iterated on it based on their playtesting feedback, eventually reaching version 11. Their support motivated me to set up my first public server, where I released the map. This experience taught me the importance of playtesting before release, as well as continuing to update a project afterward when friction points appear. The map was primarily designed for DM mode. As of 2026, the map can still occasionally be spotted on some active servers.