Shotcraft
Animation

Story artist

Draws the film in sequence panels before any of it is built, then pitches it to the director.

What they do

A story artist gets a sequence, not a shot: eight pages of script, or often just a beat outline and a conversation with the director, and returns two hundred to a thousand panels that establish what happens, who is in frame, and where the camera is. They draw in Storyboard Pro, Photoshop, Blender Grease Pencil or on paper, then hand panels to editorial, where they are cut against scratch dialogue and temp music into the story reel. The reel is the film. On an animated feature there is no live-action footage to fall back on, so the reel is screened, noted, and reboarded, sequence by sequence, for years. Much of the working week is revision: a sequence gets kicked back, and the artist reboards it from a different angle on the same scene, sometimes six or eight times. The other half of the job is the pitch. The artist stands up in front of the director and the story department and performs the sequence, doing the voices and the timing, because a sequence that only works when the artist explains it is not working. A head of story assigns sequences, keeps the drawn film consistent in tone, contributes to structure and dialogue, and carries the reel into screenings. The clean-line and revision work below that, tightening panels so an overseas animation unit can read them, is where most people enter.

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

Image models are already useful upstream of boards, for a quick colour key or a look on a location a story artist has never seen, and generated stills can pad a rough animatic. What they do not produce is a sequence: a video model holds no persistent character, set, or screen direction between generations, so continuity across forty panels has to be bought with reference images and human selection rather than model memory. The judgement that survives is knowing which beat the sequence needs, what the shot is about, and whether the version on the reel is better than the last one.

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

  • Toon Boom Storyboard Pro
  • Photoshop with a Cintiq or Wacom tablet
  • Blender Grease Pencil
  • Story reel / animatic cut in Premiere or Avid
  • Beat boards and beat outlines
  • Sequence pitch (performed live or recorded)
  • Scratch dialogue and temp score
  • Panel numbering and revision naming conventions

Works with

  • director
  • editor
  • previs-artist
  • layout-artist
  • animator
  • production-designer
  • matte-painter

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