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 direct cinematic gameplay experiences for AAA titles—blending camera language, pacing, and storytelling to turn gameplay into emotion.
Trusted by teams at Blizzard Entertainment and Bungie to bring gameplay to life through cinematic direction.
“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
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
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.
Directed gameplay capture and shot design for Blizzard’s Diablo IV showcase, shaping how the game’s combat and tone were presented to players
Diablo IV – Developer Gameplay Showcase
Role: Gameplay Capture Direction | Shot Design | Cinematic Sequencing
Engine: Proprietary Engine
Overview
Directed gameplay capture and cinematic sequencing for a developer showcase highlighting core systems, world tone, and combat in Diablo IV.
The goal was to present gameplay in a way that felt cinematic and immersive, while maintaining clarity of mechanics and player readability.
Creative Approach
I approached the project as a balance between:
cinematic storytelling and gameplay authenticity
Key direction pillars:
Dark Fantasy Tone:
Framed environments and lighting to emphasize mood, scale, and atmosphere—staying true to Diablo’s grounded, gritty aesthetic.
Gameplay as Narrative:
Structured shots to feel intentional and story-driven, rather than raw gameplay capture.
Camera as Emotion:
Used controlled camera movement and framing to enhance:
Impact of combat
Scale of encounters
Player power fantasy
Clarity & Readability
Ensured abilities, enemies, and actions remained readable while still feeling cinematic.
Execution
Designed and captured hero gameplay moments across multiple classes
Built shot sequences that escalate in intensity and pacing
Focused on combat rhythm—alternating between wide environmental shots and tight impact framing
Used Sequencer tools to shape:
Camera movement
Composition
Timing
Editorial & Pacing
Structured the piece to progress from exploration → combat → escalation
Emphasized impact beats to highlight abilities and encounters
Balanced breathing moments with high-intensity sequences
Impact
Supported the visual rollout of Diablo IV gameplay and systems
Helped establish the game’s cinematic gameplay identity
Delivered visuals aligned with Blizzard’s tone and franchise expectations
Past Projects
Diablo Franchise
Gameplay Trailer Direction:
Role: Direction, Shot Design, Capture, Editorial
Engine: Proprietary Tools (Sequencer)
Overview:
Directed gameplay capture and cinematic sequences for Diablo content, focusing on tone, atmosphere, and player fantasy.
Approach:
Designed aggressive, cinematic camera movement to enhance combat intensity
Framed gameplay moments to feel narrative-driven rather than systemic
Built pacing around escalation and impact beats
Chose tighter camera framing during combat to increase perceived impact
Avoided UI-heavy shots to maintain immersion
Built sequences around ability peaks rather than continuous gameplay
Result:
Delivered high-impact visuals aligned with Blizzard’s dark tone and franchise identity.
Bungie –
Gameplay Capture & Cinematic Support
Role: Capture Direction, Shot Execution
Overview:
Captured gameplay moments designed to support marketing beats and showcase core mechanics.
Approach:
Focused on clarity of action and readability
Balanced cinematic framing with gameplay authenticity
Collaborated with teams to align visuals with campaign goals
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