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

Unreal Engine Sequencer

Sony Interactive Entertainment

Bungie

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