Senior Capture Artist/ Director | Gameplay & Cinematic Trailers
I create cinematic gameplay experiences for AAA titles, blending direction, camera language, and pacing to turn gameplay into story.
· 10+ Years working at Blizzard Entertainment, Electronic Arts, Sony Interactive Entertainment, Bungie , and Multiple Agencies.
Richard
Sandoval
“I don’t just capture gameplay I shape how players feel it.”
Blizzard Entertainment
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Unreal Engine Sequencer
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Sony Interactive Entertainment
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Bungie
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Blizzard Entertainment ◆ Unreal Engine Sequencer ◆ Sony Interactive Entertainment ◆ Bungie ◆
Featured Projects
Direction, shot design, and gameplay capture for AAA cinematic trailers and showcases
Gameplay & Cinematic Direction Reel
A selection of work across AAA titles including Diablo and live-service content.
My focus is on:
Direction/Shot design & camera language
Gameplay storytelling
Editorial pacing & tone
Cinematic sequencing using Unreal Engine
Role on projects includes:
Direction, shot planning, capture execution, and editorial collaboration.
What I DO
Gameplay Trailer Direction
Crafting cinematic trailers from in-engine gameplay
Cinematic Capture Direction
Designing shots, sequences, and visual storytelling moments
Unreal Engine Cinematics
Sequencer-based direction, lighting, and camera work
Editorial & Pacing
Shaping rhythm, tone, and narrative flow
Directed gameplay capture and shot design
Diablo Franchise
Role: Gameplay Capture Direction | Shot Design | Cinematic Sequencing
Engine: Proprietary Engine (AXE)
Directed gameplay capture and cinematic sequencing for developer showcases highlighting the dark world, core gameplay systems, and visceral combat of Diablo IV. Designed cinematic camera language, encounter pacing, and shot composition to elevate gameplay while preserving mechanical clarity and player authenticity.
Partnered closely with game directors, designers, artists, and marketing teams to identify the strongest gameplay moments and translate complex systems into visually compelling, audience-focused presentations. Built capture plans, choreographed encounters, and executed in-engine camera sequences that showcased class abilities, environmental storytelling, world exploration, and high-intensity boss encounters.
Balanced cinematic presentation with gameplay readability, ensuring every sequence communicated the game's atmosphere, combat depth, and player progression while supporting global marketing campaigns, developer communications, and milestone showcases. Additionally, helped refine internal capture workflows and cinematic techniques to improve production efficiency and visual consistency across deliverables.
Marathon
Role: Gameplay Capture Direction | Shot Design | Cinematic Sequencing
Engine: Proprietary Engine (Tiger)
Directed gameplay capture and cinematic sequencing for Marathon developer showcases, reveal campaigns, and marketing content, translating the game's emergent sandbox, tactical combat, and high-stakes extraction gameplay into visually compelling cinematic experiences. Designed dynamic shot composition, camera movement, and encounter pacing to highlight player choice, environmental storytelling, and the tension that defines every run.
Partnered closely with game directors, designers, artists, engineers, and marketing teams to plan and execute complex capture sessions, ensuring gameplay accurately represented core mechanics while supporting the creative vision of each campaign. Choreographed multiplayer scenarios, AI encounters, traversal sequences, and environmental moments to communicate the game's unique blend of exploration, survival, and competitive action.
Balanced cinematic presentation with gameplay authenticity, preserving player readability, tactical decision-making, and moment-to-moment gameplay while delivering high-impact visuals for global reveals, developer updates, trailers, and promotional campaigns. Helped establish capture workflows, shot-planning strategies, and cross-disciplinary processes that improved production efficiency, visual consistency, and collaboration across internal teams and external partners.
Fortnite Ballistic
Role: Gameplay Capture Direction | Shot Design | Cinematic Sequencing
Engine: Unreal Engine 5
Directed gameplay capture and cinematic sequencing for Fortnite Ballistic marketing campaigns, developer showcases, and promotional content, highlighting the mode's tactical first-person gameplay, objective-based combat, and competitive team dynamics. Designed cinematic camera work, shot composition, and gameplay scenarios that showcased strategic decision-making, weapon handling, and high-intensity firefights while maintaining competitive authenticity.
Collaborated with creative directors, designers, producers, and marketing teams to plan and execute complex in-engine capture sessions, translating core gameplay systems into visually compelling narratives. Choreographed coordinated team plays, environmental interactions, and match-defining moments to communicate the tension, pacing, and tactical depth unique to Ballistic.
Balanced cinematic presentation with gameplay readability, ensuring every sequence accurately reflected player skill, tactical execution, and moment-to-moment action. Developed capture strategies and optimized production workflows to deliver polished gameplay assets for trailers, social campaigns, developer communications, and global marketing initiatives while maintaining the visual quality expected of a competitive first-person experience.
Overwatch
Role: Gameplay Capture Direction | Shot Design | Cinematic Sequencing
Engine: Proprietary Engine(TED)
Directed gameplay capture and cinematic sequencing for developer showcases, seasonal content, and hero-focused marketing across Overwatch. Designed dynamic camera work and gameplay moments that highlighted hero abilities, team composition, and fast-paced combat while preserving gameplay clarity and competitive readability. Collaborated closely with developers, designers, and marketing teams to create polished captures that balanced cinematic presentation with authentic player experience.
Destiny 2
Role: Gameplay Capture Direction | Shot Design | Cinematic Sequencing
Engine: Proprietary Engine (Tiger)
Directed gameplay capture and cinematic sequencing for Destiny 2 expansions, seasonal releases, developer showcases, and global marketing campaigns, translating the game's cinematic storytelling, cooperative experiences, and fast-paced combat into visually compelling gameplay presentations. Designed dynamic camera language, encounter choreography, and shot composition to showcase new destinations, activities, abilities, and narrative moments while preserving authentic gameplay.
Collaborated closely with game directors, designers, artists, engineers, and marketing teams to identify the strongest gameplay moments and build capture strategies that supported reveal campaigns from concept through final delivery. Planned and executed complex in-engine capture sessions featuring raids, dungeons, strikes, PvP, cinematic story missions, and large-scale combat encounters, ensuring each sequence clearly communicated gameplay mechanics and emotional impact.
Balanced cinematic presentation with gameplay readability, emphasizing player agency, combat flow, and environmental storytelling while maintaining technical accuracy and visual polish. Contributed to the evolution of internal capture workflows, cinematic techniques, and production pipelines, helping deliver consistent, high-quality assets across five major expansions, seasonal launches, developer updates, trailers, and worldwide marketing campaigns.
World Of Warcraft
Role: Gameplay Capture Direction | Shot Design | Cinematic Sequencing
Engine: Proprietary Engine
Directed gameplay capture and cinematic sequencing for World of Warcraft developer showcases, expansion marketing, and promotional content, highlighting the scale of Azeroth, iconic environments, and evolving gameplay systems. Crafted cinematic camera work, encounter choreography, and shot composition to showcase raids, dungeons, world events, and class gameplay while maintaining authenticity to the player experience.
Collaborated with game directors, designers, artists, and marketing teams to identify key gameplay moments and transform complex features into visually compelling narratives. Planned and executed in-engine capture sessions featuring large-scale battles, environmental storytelling, character progression, and cinematic world exploration, ensuring every sequence supported the creative vision and marketing goals.
Balanced epic cinematic presentation with gameplay readability, emphasizing the scale, atmosphere, and emotional impact of each expansion while accurately representing gameplay mechanics. Contributed to the development of capture workflows, shot planning strategies, and best practices that improved production efficiency and visual consistency across high-profile marketing campaigns and developer communications.
Hearthstone
Role: Gameplay Capture Direction | Shot Design | Cinematic Sequencing
Engine: Unity
Directed gameplay capture and cinematic sequencing for Hearthstone expansion launches, feature reveals, and marketing campaigns, transforming strategic, turn-based gameplay into engaging visual storytelling. Designed cinematic shot composition, card reveals, and gameplay sequences that highlighted new mechanics, hero powers, and expansion themes while maintaining clarity of game flow and player decision-making.
Collaborated with game directors, designers, artists, and marketing teams to develop capture strategies that showcased new cards, game modes, and seasonal content. Carefully choreographed matches to emphasize key gameplay moments, strategic interactions, and visually impactful animations that supported trailers, developer updates, and promotional materials.
Balanced cinematic presentation with gameplay authenticity, ensuring each sequence accurately represented core mechanics while maximizing visual appeal and pacing. Contributed to capture workflows and production processes that enabled the consistent delivery of polished assets across global marketing campaigns and live-service content updates.
It All Begins in UNREAL ENGINE
Additional Work
A range of gameplay capture and cinematic contributions across multiple titles and campaigns.
World Of Warcraft
Diablo Series
Featured in seasonal campaign rollout
Used across marketing beats and social campaigns
Star Wars Battlefront series
TitanFall 1 & 2
Battlefield Series
LawBreakers
Hearthstone
Overwatch
About the Director
I’m a director focused on cinematic gameplay and trailer storytelling.
My background comes from years of hands-on experience inside AAA pipelines—working with teams at Blizzard Entertainment and Bungie to craft gameplay moments that feel authored, intentional, and cinematic.
I approach gameplay as a storytelling medium—using camera, pacing, and composition to create moments that feel authored, not just played.
I specialize in:
Turning raw gameplay into story-driven sequences
Designing shots that enhance emotion and impact
Building pacing that drives engagement
My goal is simple
Make gameplay feel like cinema without losing what makes it playable.
Contact
Let’s create something great.
Currently available for select projects and collaborations
What I Do
Gameplay Trailer Direction
Cinematic Capture Direction
Unreal Sequencer Cinematics
Shot Design & Editorial Pacing