ART DIRECTION AND CONCEPT ART - Spaceminers.

game World Building and cinematics.

World building for Spaceminer began with defining the lore, tone, and cultural identity of the Coram Nobis civilisation. Visual references, mood boards, and narrative concepts were developed to ensure consistency across environments, props, characters, and cinematics.

This process allowed the visual design to support both storytelling and gameplay progression, creating environments that feel purposeful rather than decorative.

world building, lore & visual development.

Spaceminer is a game art direction and concept art project focused on world building, environment design, and cinematic storytelling.

Over a two-year period, I led the visual direction of the project, defining the game’s visual language, environments, characters, and cinematic presentation. My role spanned art direction, concept development, environment planning, asset pipelines, and real-time implementation in Unreal Engine.

This project demonstrates my approach to creating cohesive game worlds that support narrative, gameplay, and technical performance.

Moodboard: Catacombs
Diagram of the Burial Chambers

environment design & level art.

The Burial Chambers serve as the player’s first major environment, designed to establish atmosphere, scale, and narrative context. Layout planning, blockouts, and visual hierarchy were developed to guide player flow while reinforcing the game’s ancient and ceremonial tone.

Environment assets were designed with modularity and performance in mind, ensuring compatibility with real-time rendering and gameplay requirements.

Blocking

reliefs.

Camber Relief: Warrior's Chamber
Camber Relief: Architect's Chamber
Camber Relief: Scribe's Chamber
Camber Relief: Priest's Chamber

character, props & symbol design.

Early Design: Entrance to the Chamber of the Ancient Warrior's Resting Place
Warriors chamber at the start of the Gold Runner run beneath the Ziggurat concept art
Burial Chamber Entrance
Priests chamber under the Ziggurat concept art
Priest Chamber

3d models.

tablets.

Priest's Chamber Tablet
Architect's Chamber Tablet
Scribe's Chamber Tablet
Priest's Chamber Tablet
Burial Chamber Models

priest statues.

Priest Statue model
Priest Statue's UV Mapping
Priest Statue's UV Mapping

Our goal was to make the priest chamber special, setting it apart from the other three. The statue of the priest inside is a true work of art, full of intricate details and a strong presence. It’s a testament to the incredible skill and creativity of the ancient artisans who made it.

 

 

 

Priest Chamber Statue

character, props & symbol design.

Priest Statue's UV Mapping
Priest Statue's UV Mapping

Character statues, tablets, and symbolic props were designed to visually communicate hierarchy, culture, and history within the game world. Each asset was developed from concept through to final 3D implementation, including UV mapping and optimisation for real-time use.

 

These elements act as narrative anchors within the environments, reinforcing world-building without reliance on exposition.

 

Priest Statue's UV Mapping
Priest Statue's UV Mapping

cinematic & real-time implementation (Unreal Engine).

Cinematic sequences were developed using Unreal Engine, combining environment art, lighting, animation, and camera design to deliver narrative moments in real time.

This approach allowed cinematic storytelling to remain tightly integrated with gameplay, maintaining visual consistency and performance across the project.

spaceminers.xyz

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Spaceminer running through an underground chamber of the Ziggurat during a Gold Runner competition past ancient statues of the local peoples concept art
Burial Chamber Run Concept

Let’s collaborate.

View my full showreel or get in touch to discuss game art direction and world-building projects.

Find out more about me here.