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. This page highlights the end-to-end pipeline, from world building through to cinematic output.
Visit the Spaceminers project website here.
Watch Trailer here.
Play the game on Steam here.
Valentino Laz Showreel here.
I
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. This ensured we could design new content fast without drifting stylistically.
Deliverables included:
Visual rules for shape language, colour, and materials
Environment themes and mood exploration
Key locations, props, and world logic reference boards
Here’s a mindmap showcasing the Spaceminers Project, outlining the process I used to map out the Spaceminers Universe and develop the visual art direction for the Spaceminers story.
storyboard:
bringing Spaceminers' vision to life.
Storyboards were used to lock pacing, clarity, and camera language before UE5 production. This stage kept production efficient and reduced iteration time during cinematic build. Storyboards were meticulously crafted by the talented Michael Papanicolaou
What I focused on:
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. The goal was to generate designs that translate cleanly into 3D and read well in cinematic framing. Collaborating closely with Giorgos, Alp, and Daniel, we brought immersive worlds, life like characters, and dynamic environments to fruition.
Concept direction covered:
Characters, suits, and accessories
Environment mood and set dressing
Vehicles, props, and equipment design
I
UE5 cinematics and motion design
Cinematics were produced in Unreal Engine 5 using a real-time pipeline that enabled fast iteration and consistent lighting. I focused on cinematic pacing, motion language, and polish to get trailer-ready output.
Cinematic focus areas:
Sequencer assembly and cinematic timing
Camera language, transitions, and motion systems
VFX integration and compositing polish
Final edit support for trailer and marketing use
characters & accessories.
Character design and asset work was guided by a consistent visual system. The aim was to ensure the assets read clearly in cinematic framing and support the world’s story and tone.
Key outcomes:
Consistent silhouette language across suits and gear
Material definition for readability and realism
Presentation-ready renders and cinematic shots
I
tools and pipeline
Unreal Engine 5 (cinematics, sequencing, real-time lighting)
After Effects (compositing, motion graphics, polish)
Houdini / Cinema 4D / Redshift (experimenting and animation)
Photoshop / Illustrator (concept support and graphics)
Pipeline included template-based motion systems and reusable project structures to speed up delivery.