← back to home

Game Art Direction · UE5 Cinematics

spaceminers

Game Art Direction & UE5 Cinematics

Spaceminers is a sci-fi game project where I led art direction and delivered cinematic content across concept, storyboard, UE5 sequences, and final motion design — from world building through to cinematic output.

gold discovery marketing cinematic — UE5.

world building, lore, concepts, storyboarding.

To ground the universe, I developed a reference-driven world building system covering silhouettes, materials, architecture, characters, props, and faction visual language. A mindmap mapped the Spaceminers universe and visual art direction for the story — ensuring we could design new content fast without drifting stylistically.

Spaceminers universe mindmap
world building mindmap.
Spaceminers planet concept art
Spaceminers environment concept — settlement 1
Spaceminers environment concept — settlement 2
Spaceminers farmhouse concept 2
Spaceminers farmhouse concept 3
Spaceminers primitive world market scene
world market scene.
Spaceminers marketplace concept art
Spaceminers Great Wall environment concept
Spaceminers miner amphitheatre concept art
Spaceminers rising red planet concept art
Spaceminers rising red planet concept art variant
Spaceminer riding a hoverboard in the desert
hoverboard desert concept.
  • Visual rules for shape language, colour, and materials
  • Environment themes and mood exploration
  • Key locations, props, and world logic reference boards

storyboard: bringing Spaceminers vision to life.

Storyboards were used to lock pacing, clarity, and camera language before UE5 production — keeping production efficient and reducing iteration time during cinematic build. Storyboards by Michael Papanicolaou.

  • Readable action beats and composition
  • Camera continuity and transitions
  • Shot lists that map directly into UE5 sequencing

concept art showcase: crafting the world of Spaceminers.

I directed concept development to expand the universe while keeping it production-friendly — designs that translate cleanly into 3D and read well in cinematic framing. With Giorgos, Alp, and Daniel.

Spaceminers asteroid concept art
Spaceminers asteroid action scene
Cunabula day scene concept art
Cunabula night scene concept art
Spaceminers explore scene concept art
Spaceminers sacred temple ending scene
Spaceminers burial chambers poster
Tribus burial chambers concept art
Queens chamber concept art
Spaceminers temple ruins concept art
Tribus outside pyramid concept art
Tribus repairing ship concept art
Tribus at console concept art
Underground cave gold discovery concept art
Hangar ship landing concept art
Ship taking off concept art
Spaceminers ship concept art
Secarus hop concept art
Sophiat concept art
Spaceminers distress signal concept art
Warriors chamber concept art
Spaceminers cinematic concept frame
Spaceminers game poster 3
game poster 03.
Spaceminers game poster 4
game poster 04.
Spaceminers game poster 5
game poster 05.
Spaceminers giveaway poster
Spaceminers helmet close-up poster
Spaceminers group shot poster
Tribus sunset poster
  • Characters, suits, and accessories
  • Environment mood and set dressing
  • Vehicles, props, and equipment design

UE5 cinematics and motion design.

Cinematics were produced in Unreal Engine 5 using a real-time pipeline that enabled fast iteration and consistent lighting. Focus on cinematic pacing, motion language, and trailer-ready polish. A collaboration with Ruslan.

  • Sequencer assembly and cinematic timing
  • Camera language, transitions, and motion systems
  • VFX integration and compositing polish
  • Final edit support for trailer and marketing use

VFX asset prototyping.

Early VFX asset tests and prototyping for Spaceminers — exploring real-time effects, particle behaviour, and look development in Unreal Engine before final cinematic integration. R&D passes like this kept iteration fast across marketing cinematics and in-engine scenes.

VFX asset prototypes — UE5 R&D.

level design prototyping.

I implemented spaceship mechanics using Blueprints in Unreal Engine 5, prototyping the functionality early in production. I personally playtested the blocked-out level before collaborating with modelers and texture artists to replace the initial primitive boxes with final game art.

level design prototype — blockout & Blueprints.
  • Blueprint prototyping for spaceship movement and interaction
  • Greybox blockout and level flow validation
  • Handoff to modelling and texturing once gameplay read clearly

in-engine level.

After blockout and final art passes, two views of the Unreal Engine 5 level — a camera flythrough for environment scale, lighting, and set dressing, plus a gameplay run-through showing navigable space beyond the marketing cinematics.

level flythrough — in-engine camera path.
level run-through — in-engine gameplay.

characters & accessories.

Character design and asset work was guided by a consistent visual system — assets that read clearly in cinematic framing and support the world's story and tone. Art direction drew inspiration from Imario (The Mandalorian).

Casa Spaceminer full character turnaround
casa — full turnaround.
Casa Spaceminer three-quarter view
Casa Spaceminer close-up
Secares full character turnaround
secares — full turnaround.
Secares three-quarter view
Secarus character thumbnail
Sedu Spaceminer full character turnaround
sedu — full turnaround.
Sedu Spaceminer three-quarter view
Sedu Spaceminer portrait
Sedu Spaceminer detail — shins
Servus full character turnaround
servus — full turnaround.
Servus three-quarter view
Servus character thumbnail
Tribus three-quarter view
Tribus Spaceminer close-up
tribus — close-up.
Rockbreaker weapon design
Rockbreaker weapon three-quarter view
Rockbreaker weapon three-quarter view 2
  • Consistent silhouette language across suits and gear
  • Material definition for readability and realism
  • Presentation-ready renders and cinematic shots

tools and pipeline.

Production-ready pipelines across real-time, offline, and compositing workflows — with template-based motion systems and reusable project structures to speed up delivery.

Valentino Laz — Spaceminers creative director and art director
creative & art direction — Valentino Laz.
  • Unreal Engine 5 — cinematics, sequencing, real-time lighting
  • After Effects — compositing, motion graphics, polish
  • Houdini / Cinema 4D / Redshift — FX and animation
  • Photoshop / Illustrator — concept support and graphics