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.

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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 GiorgosAlp, 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

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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

 
A collaboration by Ruslan and myself. 

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

Art Direction involved drawing inspiration from the expertise of Imario, known for his work on the Mandalorian series, our Spaceminers Characters almost seem to fit in the Star Wars universe.

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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.

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let's Collaborate!

If you need a senior motion designer or technical artist who can integrate quickly and deliver cinematic visuals at scale, I’m available for freelance, contract, and consultancy work.

Valentino Laz Showreel here.