Research
- rufusmcleod03
- Sep 24, 2025
- 8 min read
Updated: Dec 11, 2025
My Role
Over the course of my study for BA (Hons) Animation and my prior BTEC study in TV and Film, I have begun to acquire skills that have pushed me to pursue a job in previs. I enjoy using cameras to compose shots, branching from my ever-growing love for photography and film. Pairing this with an expanding skill set in 3D animation, I can confidently say these factors have definitely outlined my desire to work as a previs artist in the industry.
The role will require me to use 3D software to plan and generate animated sequences to help plan scenes that take place across a range of industry mediums and sectors to visualise what the shots will look like before the final production takes place.
Job requirements:
Framestore, London (Full-time / Hybrid)
Their Previs Artist job listing that I found on their website details the skills they expect from someone looking to be employed with them. These skills consist of:
a strong sense of cinematic composition and lighting
character animation (timing and performance)
camera animation
knowledge of cinematic language and technical terminology
ability to work with motion and/or performance capture data
ability to take and interpret creative direction
adaptable and accepting of creative change throughout a project
understanding of shooting methodology and the capacity to apply it
understanding of the fundamentals of techvis and virtual production
ability to apply shooting methodology information to previs to create technical production solutions
ability to solve and design solutions to on-set needs and the ability to translate CG cameras and animation to apply to real-life situations.
Additional skills:
Motion Builder
Blender
Nuke
Houdini
Blue Zoo Productions, London (Part-time / Hybrid)
I found this job listing on LinkedIn after they'd closed applications, however I managed to find the job requirements on this listing:
strong skills in adapting storyboards into layout and camera animation
strong understanding of pacing and timing, with a keen eye for composition
understanding of real-world cameras and cinematography
advanced understanding of body mechanics, posing and getting the best performance possible out of a character
an advanced understanding of Maya
strong understanding of general filmmaking concepts
ability to receive and act on feedback and respond to direction
excellent time management and prioritising skills
demonstrable experience of being a team player and great collaborator
excellent creative problem solving skills
Additional skills:
Python or MEL script knowledge
good at drawing/additional creative skills (acting/dance)
experience working in Shotgun
experience working within children's TV animation
ability and drive to share your knowledge and skills with other team members
Lunar Animation, Sheffield
A friend of mine sent me a job listing from this studio based in Sheffield that outlines their expectations of a previs artist role:
creation of basic, proxy assets for 3D previs
translation of script breakdown into 3D previs
translation of storyboards and animatics into 3D previs
staging, blocking, and camera work in 3D layout
finessing cameras at the animation stage, where required
maintaining consistent quality, style, and continuity, both visually and technically throughout the project
excellent knowledge of Autodesk Maya
accomplished examples of previs and layout
a good sense of timing, rhythm, and most importantly, storytelling
Strong critical reasoning and emotional awareness within storytelling
an in-depth understanding of cinematography with a keen eye for composition
good communication skills and the ability to work interactively with production and other departments to solve challenges
experience and understanding of real-world cameras
experience working with Maya Trax and blending animation clip data
proven experience of working within a production team for at least 3 years
Additional skills:
experience directing productions
experience with maya camera sequencer
Studio Research
BlinkInk
Sector:
Primarily advertising, broadcast, and music videos
Target audience:
General markets (often youth-oriented) such as Fashion, Gaming, and Brand Campaigns.
Typical Pipeline / Workflow
Concept & Briefing: Client/agency briefs are interpreted into creative treatments.
Storyboards & Animatics: Rough visuals to plan shots and timing.
Previs & Layout: Simple 3D blocked versions if the piece has complex framing or mixed media.
Production: Hybrid workflows combining live action, 2D hand-drawn elements, stop motion, puppetry and CGI depending on the project.
Post: Compositing and editing tailored to broadcasting/web platforms.
Common Software / Tools
3D: Maya, Blender, Cinema4D
Editing: Premiere or Avid for animatics and final edit
Studio AKA
Sector:
TV, broadcast & streaming
Target audience:
Children (2 - 5 years old)
Typical Pipeline / Workflow
Story & Concept Development: Narrative planning and design.
Storyboards & Animatics: Storyboards transition into 2D/3D animatics to refine timing and cameras.
Layout & Previs: Rough 2D/3D layouts that inform animation timing and shots.
Animation & Production: Stylised animation - predominantly 2D but can include CGI segments, especially for preschool programming and longer form.
Lighting, Compositing & Delivery: Polish and final rendering across platforms (broadcasting/streaming
Common Software / Tools
2D: Toon Boom Harmony, TVPaint
3D/Layout: Maya or Blender for layout/animatics
Editing: Avid or Premiere for cuts and animatics
Nexus Studios
Sector:
Global advertising and entertainment for immersive experiences.
Target audience:
Broad digital audiences, including campaign viewership, social sharing and increasingly XR/interactive audiences.
Typical Pipeline / Workflow
Creative Concept & Cross-Discipline Brainstorming: Concept art and treatment phase
Storybaords/Previs: 3D layout and interactive/real-time previs when needed.
Production: Crafting ads, filming content or immersive experiences.
Tech Integration: Real-time engines (Unreal/Unity) often used for interactive design; AI tools assist ideation.
Common Software / Tools
3D: Maya, Blender, Houdini
Cinematography
For research into my role as a previs artist, my main source of research was analysing relevant films and TV shows for their use of cinematography. I looked at a variety of films to understand conventional shot types and compositions from genre-specific productions. This is an important research point when approaching a previs task, as certain cinematography elements require a set recipe to evoke the right meaning to the audience.
These elements of cinematography include attention to shot framing/composition, lighting and colour, staging and mise en scène.
When these elements are bundled together, a shot is generated. The quality of the shot depends on how well these elements work together to evoke the desired meaning in relation to the narrative that is being told. If any of these elements outbalance the others, the shot loses clarity and the audience can miss out on the intended impact.
For my previs tasks, I focused on researching these cinematography elements from a range of films and TV shows.
Psychological Horror
Hereditary (2018)



Heretic (2024)


Speed Racer (2008)



The Haunting of Hill House (2018)

AI
As I faced a time crunch due to hardware limitations in my software, and due to my awareness that my storyboarding skills are quite poor, I decided to improve my own workflow by experimenting with AI. Since the studios I'd researched require previs artists to be able to adapt storyboards into 3D previs, I asked it to generate a storyboard for my psychological horror. I fed ChatGPT a list of references to generate the storyboard, such as:
An image of my rig
A couple interior shots of the scene I had built in Blender
The main story beats I was trying to produce
I was quite happy with the storyboard it gave me, as it was quite readable and I could visualise the sequence in my head, however, it didn't follow my main story beats in order. The storyboard it gave me had thumbnails out of order with what I'd asked for, so I simply took the storyboard it gave me into MS Paint and rearranged the shots to fit the story I was trying to tell.

Bibliography
Nexus Studios (n.d.) *Nexus Studios – Wikipedia Entry*. Available at: https://en.wikipedia.org/wiki/Nexus_Studios (Accessed: 21 October 2025)
Framestore (n.d.) ‘Previs Artist – Film / Episodic’. Framestore Careers. Available at: https://framestore.recruitee.com/o/previs-artist-film-episodic?lang=en (Accessed: 09 November 2025)
BlinkInk (n.d.) *BlinkInk – Homepage*. Available at: https://blinkink.co.uk/ (Accessed: 09 November 2025)
Studio AKA (n.d.) *About Us – Studio AKA*. Available at: https://studioaka.co.uk/about-us/ (Accessed: 09 November 2025)
Little Black Book (LBBOnline) (n.d.) *Getting to Know: Studio AKA*. Available at: https://lbbonline.com/news/getting-to-know-studio-aka (Accessed: 09 November 2025)
Luna R-Studio (n.d.) ‘Previs/Layout Artist’. Luna Animation Careers Page. Available at: https://lunaranimation.com/careers/previs-layout-artist (Accessed: 02 December 2025)
Lunar Animation (n.d.) *Studio Page*. Available at: https://lunaranimation.com/studio (Accessed: 02 December 2025)
Blue Zoo Productions (2025) ‘Previs Artist | Part-Time’. LinkedIn Job Posting. Available at: https://uk.linkedin.com/jobs/view/previs-artist-part-time-at-blue-zoo-animation-studio-4324927493 (Accessed: 06 December 2025)



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