Not what people see. What they feel.
Not what people see. What they feel.
Worlds, spaces and systems built with a story behind every detail. For anyone creating something worth experiencing.

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Selected Works

A curated selection of projects

Worlds, spaces and visual identities, each built around a single intent.

“Self-discovery can be even more enjoyable than having the story spelled out for you.”

Don Carson

Walt Disney Imagineering

Vision

Most projects are seen.Few are remembered.The difference isn't decoration.It's whether a world, a space, or a brand was designed with meaning from the beginning.

VS

DECORATED

Surface-level mood, added afterward.

Aesthetic first
Reactive choices
Generic spaces
Weak connection

AUTHORED

Intent-driven design from the start.

Meaning first
Intentional choices
Cohesive spaces
Memorable impact
VS

DECORATED

Surface-level mood, added afterward.

Aesthetic first
Reactive choices
Generic spaces
Weak connection

AUTHORED

Intent-driven design from the start.

Meaning first
Intentional choices
Cohesive spaces
Memorable impact

What I do

I help projects become things people don't forget.

01
ENVIRONMENT DESIGN
Designing worlds that tell stories.
WORLDS
01
Designing places that communicate without words.
FOCUS AREAS
Worldbuilding
Environment Concept
Composition
Lighting & Atmosphere
Realtime Visualization
NOTES
Every detail should help the viewer understand where they are, what happened before, and what might happen next.
DELIVERED AS
3D assets, concept renders, or a full environment scene.
02
SPATIAL EXPERIENCES
Spaces that engage and inspire.
SPACES
02
Transforming stories into memorable places.
FOCUS AREAS
Spatial Concept & Narrative
Experience Audit
3D Visualization & Mapping
Immersive Atmosphere Design
Exhibition & Attraction Direction
NOTES
A memorable space does more than look good. It guides attention, creates emotion and gives people a reason to explore.
DELIVERED AS
Spatial concept, mood direction, or experience audit.
03
VISUAL SYSTEMS
Building visual languages that create clarity.
SYSTEMS
03
Creating visual languages that connect ideas.
FOCUS AREAS
Visual Direction
Brand Identity
UI & Graphic Systems
E-commerce Branding
Motion & Applications
NOTES
A good system creates clarity across every touchpoint, from the first impression to the final detail.
DELIVERED AS
Visual direction, brand identity, assets, mockups, or presentation systems.

Why work with me

Worlds that are felt, not just seen.

Narrative First

Every project starts with what the audience should feel, understand or remember. From the first references to the final image, each decision is guided by story and intent.

Research-Driven Process

I don’t start with tools. I start with questions, references and visual logic. This groundwork helps the final result feel coherent, believable and connected to the project’s purpose.

Delivery, Not Just Vision

Strong ideas need clear execution. I help move a project from early direction to usable visual material, whether that means concept images, environment studies, visual boards or final presentation assets.

A Point of View, Not Just a Style

I’m not interested in applying a look for the sake of it. The goal is to build a visual direction that feels coherent and specific to the world, space or story behind the project.

Clear Communication

You get regular updates, structured feedback rounds and clear reasoning behind design decisions. The goal is to make the process easy to follow, even when the work is visually complex.

Every Project Deserves Intention

Whether it’s a single environment, a visual direction or a larger spatial concept, I bring the same care to the work. Small details matter because they shape how people read and remember a place.

About me

Hey, I'm Antoine Lemineur .
Hey, I'm Antoine Lemineur .
Man in white t-shirt front photo
Master's ThesisHEAJ Namur

Designing Game Environments that Communicate Interpretable Narrative Signals

Creating Meaning in Virtual Worlds through Environmental Storytelling

I've always been as interested in what a place says as in what it looks like.

Growing up with Star Wars, The Lord of the Rings and games like Final Fantasy and Skyrim,

I was always the one wondering about the world behind the frame. Who built that, why it's there, what happened before we arrived.


That curiosity became a practice. I studied VFX, then game art, then spent a Master's thesis researching how environments communicate without words, through atmosphere, traces, the logic of a space.


For me, design isn't only about creating something that looks good. It's about shaping the conditions for people to imagine what happened before, what could happen next, and why it matters.


When I'm not at a screen, I'm usually out on a trail or training for a triathlon. Which, if you think about it, is just another way of reading a landscape.

I've always been as interested in what a place says as in what it looks like.

Growing up with Star Wars, The Lord of the Rings and games like Final Fantasy and Skyrim,

I was always the one wondering about the world behind the frame. Who built that, why it's there, what happened before we arrived.


That curiosity became a practice. I studied VFX, then game art, then spent a Master's thesis researching how environments communicate without words, through atmosphere, traces, the logic of a space.


For me, design isn't only about creating something that looks good. It's about shaping the conditions for people to imagine what happened before, what could happen next, and why it matters.


When I'm not at a screen, I'm usually out on a trail or training for a triathlon. Which, if you think about it, is just another way of reading a landscape.

I've always been as interested in what a place says as in what it looks like.

Growing up with Star Wars, The Lord of the Rings and games like Final Fantasy and Skyrim,

I was always the one wondering about the world behind the frame. Who built that, why it's there, what happened before we arrived.


That curiosity became a practice. I studied VFX, then game art, then spent a Master's thesis researching how environments communicate without words, through atmosphere, traces, the logic of a space.


For me, design isn't only about creating something that looks good. It's about shaping the conditions for people to imagine what happened before, what could happen next, and why it matters.


When I'm not at a screen, I'm usually out on a trail or training for a triathlon. Which, if you think about it, is just another way of reading a landscape.

Based in

French Riviera, France

Based in

French Riviera, France

Available

Freelance · Worldwide

Available

Freelance · Worldwide

Response time

Within 48h

Response time

Within 48h

Languages

French · English

Languages

French · English

Environment Design
Unreal Engine
Blender
Photogrammetry
Concept Art
Spatial Storytelling
Visual Research
Lighting & Atmosphere
Set Dressing
Visualisation
Environment Design
Unreal Engine
Blender
Photogrammetry
Concept Art
Spatial Storytelling
Visual Research
Lighting & Atmosphere
Set Dressing
Visualisation

FAQ

A few things worth knowing before we start.

I work on projects that need a strong sense of place, atmosphere and visual direction. That can mean designing a fictional world, shaping the mood of an immersive space, or building a visual language around a story, brand or experience.

Both. I’m open to working with independent teams, studios, agencies and cultural institutions. What matters most is that the project has a clear direction, a real need for atmosphere or worldbuilding, and enough room to develop thoughtful visual ideas.

Yes. I can join a project at different stages, whether you already have a clear concept, a rough direction or only a starting point. I can help clarify the visual direction, gather references, define the atmosphere and turn the idea into a more concrete world, space or visual system.

I start by understanding what the project needs to communicate: the story, the audience, the mood and the role of the environment or visual system. From there, I build a direction through references, composition studies and tests before moving into production.

Yes. I’m based in the south of France and available for remote projects worldwide. I’m comfortable with async workflows, written feedback, regular check-ins and shared production boards depending on the project scope.

Send me a message with what you’re building, what kind of visual support you need, your timeline and any references you already have. I’ll get back to you within 48 hours and let you know if I’m the right fit for the project.

Contact

Let's build something worth experiencing.

Got a project, an idea, or just a question? Send it over. I respond to everything within 48 hours.

antoine.lemineur@gmail.com

Based in

French Riviera, FR

Local time

No commitment, just a conversation about your project.

No commitment, just a

conversation about your project.