Shotcraft
Animation

Previs artist

Builds rough 3D versions of unshot scenes so a crew can plan the shoot and the effects.

What they do

Previs artists build a scene in 3D before it is shot, at a fidelity deliberately far below final: grey models, blocked characters, a real camera with a real lens, and timing that runs at the length the shot will run. Input is a storyboard, a script page, a set survey, sometimes a stunt rehearsal on video. Output is a cut sequence with a frame count, delivered to the director, the cinematographer, the VFX supervisor and the first AD. Much of the value is not the picture. Techvis takes the same scene and returns numbers the floor can use: crane reach, how much bluescreen is in frame at a 32mm, the exact truck-in speed a motion-control rig has to hit, whether the set has to be built to the top of the wall. Postvis, later, cuts rough CG into plates already shot so the editor can cut a sequence that has no finished effects in it yet. Tool choice has shifted toward real-time: Unreal Engine work with game-style assets, alongside Maya, and the department often sits inside a VFX facility rather than at the studio. The unglamorous fact of the job is that previs is thrown away. Nothing in the file goes to final. Its purpose is to make an expensive decision cheaply, then be discarded once the decision is made.

What they decide

The calls that belong to this role and no other.

Principles of the craft

Common mistakes

How to learn it

Exercises and routes in, not a reading list.

Where generation touches this job

This is the role where generation lands most naturally, because previs is already disposable and rough: a text-to-video clip can stand in for a mood pass or a rough action idea in a pitch, and image models are useful for concept frames. It does not replace previs where previs is load-bearing, because techvis needs a measurable camera, a real focal length, and geometry a grip department can trust, and a generated clip has no scene it can be measured against. Generation makes more options cheaper, which raises the value of knowing which option the shoot actually needs.

Written to be honest in both directions: this site does not claim a model replaces this role, and does not pretend nothing has changed.

Tools and kit

  • Maya
  • Unreal Engine
  • Grey-shaded proxy models and blocked-in characters
  • Virtual camera with real focal lengths and sensor size
  • Techvis diagrams and camera data sheets
  • Set surveys, lidar scans, and location stills
  • Editorial cut of the previs sequence with timecode
  • Motion capture and virtual camera rigs on larger shows

Works with

  • director
  • cinematographer
  • vfx-supervisor
  • editor
  • story-artist
  • layout-artist
  • animator
  • key-grip

What to read about the machines

Explainers this role's own page refers to. Each one is listed because the text above names the term shown beside it.

The models that touch this work

The parts of the directory relevant to animation, rather than all of it.

Prompt craft

The vocabulary, on the other side

Lenses, film stocks, lighting patterns and mood recipes, written in the words this department already uses. Useful if you are briefing a model rather than a crew.

Open the cinematic reference · Safe zones

Also in Animation

Sources