From Minerva to Luminara: Richard Mans on Crafting Luminara Worlds and His Creative Journey

From Minerva to Luminara: Richard Mans on Crafting Luminara Worlds and His Creative Journey

Richard Mans, also known as Fuzzy Realms, has become a standout artist in the KitBash3D community. His creative contributions to projects like Mission to Minerva and Secrets of the Luminara have captivated audiences, showcasing his passion for storytelling through stunning 3D environments. From his award-winning short film Abiogenesis to his collaborations with KitBash3D, Richard’s journey has been one of exploration, creativity, and technological innovation. In this interview, Richard shares his insights into world-building, his love for Unreal Engine, and how KitBash3D’s Cargo software has enhanced his creative process. Join us as we dive into the mind of one of KitBash3D’s most inspiring artists.

Richard, it’s a pleasure to have you with us to share your journey! You’ve truly become a standout artist in the KitBash3D community, especially through your incredible contributions to projects like Mission to Minerva and Secrets of the Luminara. Can you tell us a bit about your path into the world of 3D art and animation? What initially sparked your passion for the industry?

Wow thanks! Initially I wanted to create my own short film. So I spent 4 years creating “Abiogenesis”. A short film about the creation of life. The film had a really good run at film festivals around the world and won awards. People would always ask “what’s next?” and I thought it would come to me. However realistically the thought of spending another 4 years alone creating something just freaked me out. 

A decade later, when your  “Mission to Minerva” challenge came up, I started to get super excited about creating again. The technology had come so far that it was no longer such a slog to make something. I titled my Mission to Minerva entry “Return to Genesis” as I was returning to the world I had created a decade earlier in “Abiogenesis."

Your work on the Mission to Minerva challenge was amazing! How did participating in that challenge shape your approach as an artist?

Thanks! Your community challenge and the whole Kitbashing ethos has been a big inspiration for me to “get back on that horse” so to speak and start creating again. I realized I didn’t have to start from scratch anymore and I could lean into all these amazing assets that other people have created to tell my stories.

Collaborating directly with KitBash3D for Secrets of the Luminara must have been a unique experience. How did working alongside the team influence your creative process, and what was the most fulfilling aspect of this project? 

Thanks for the opportunity, yeah what a buzz! Going from just getting back into my creative work with “Mission to Minerva”, to helping kickstart this new challenge is amazing. The feedback from the KitBash3D team really steered this whole project and the most fulfilling aspect was really just being chosen for the task and knowing an amazing community of creatives was going to see this work.

Creating the desert, jungle, and snow biomes for the challenge must have been fun! Can you walk us through the process of developing these distinct environments and share any challenges or highlights from bringing these biomes to life? 

It’s all Kitbashing! I usually have some reference images on another screen to steer me in some direction, but it really is just playing to start with. I feel like a kid with the most insane lego Kit. 

The unique challenge with these biomes was linking them together with the central “door” element that stayed the same in each biome. This meant I couldn’t just move my camera around and find an interesting angle or composition like I usually do. Instead I had to build each biome around that one asset that was fixed in place. This creative constraint actually turned into the anchor that pulled the whole thing together.  

After seeing your amazing biome designs, the KitBash3D team selected you as the cover artist for the Secrets of the Luminara challenge. How did it feel to be recognized in this way?

The icing on the cake! When working on the biomes I was thinking how cool it would be to be allowed to tweak one of these for the cover. Then you guys made it happen!

Unreal Engine plays a significant role in your work. What do you find most compelling about working with Unreal, and how does it enhance your storytelling and creative capabilities?

I find the workflow most compelling. Unreal Engine is like the ultimate layout tool that I could only have dreamed of when starting out in 3D. I started out in 3D using a program called Lightwave. Lightwave is actually two separate programs, Modeler and Layout. So in my mind I’ve always had that “import assets and lay them out” workflow. Combine that with realtime lighting and rendering, Nanite and the power of Sequencer and you have a powerhouse at your fingertips.

The world of 3D art offers endless possibilities for storytelling. What excites you most about combining technology and creativity, particularly when building immersive digital worlds?

Being able to play with such amazing tools and see these immersive worlds come to life is truly the most exciting thing. I never know quite what way it’s going to go, it’s always a process of discovery through creation. 

Cargo is known for streamlining creative workflows. How has Cargo been helpful in your projects, and are there specific tools or features that you rely on the most?

Since Cargo came out it’s become overly apparent how much of a hassle it is to get my assets from elsewhere. Firstly, I can never remember where the asset I’m after came from. Once I figure that out I usually have to download some massive pack. Load up the level inside Unreal that can take ages compiling shatters and what not. Then export the asset I was after to my current project. Sometimes just for the smallest of things. Now with Cargo it’s all there instantly and not taking up a ton of hard drive space.

Looking forward, what are some goals or dream projects you hope to explore within the industry? Are there particular stories or themes you’re eager to bring to life?

I want to get better at what I’m doing right now with my Shorts and continue exploring similar themes. I also have lots of ideas to bring more life to my worlds with follow up stories to the Shorts I’ve already created.

Finally, as someone who has inspired others in the KitBash3D community, what advice would you give to artists who are just starting out or who want to level up their skills in 3D art and animation?

I think Kitbashing is the best way to learn. Jumping right in there and using professionally built assets you get to learn from the best and explore what you love to do most.  


Thank you Richard for sharing your creative journey and insights. It has been inspiring to witness your growth as an artist over the years, and to learn more about your creative process with Secrets of the Luminara. We look forward to seeing what incredible worlds you bring to life next! Until next time, happy KitBashing!

Interview conducted and article written by Carmen Moreno.

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