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.
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
Burial Chamber Entrance
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.
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.
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