All use cases
Games

Game previz and cutscene blocking

Block a cutscene before anyone rigs it — camera language, staging and pacing agreed while it is still cheap to change.

For: Narrative designers, cinematic leads, previz artists

Shot 01, rendered at 21:9 from the prompt below.
Aspect ratio
21:9
Shot length
6s
Shots
4
Resolution
768P
Total runtime
24s
Cost at list price
$1.92

Re-rendering a single shot costs $0.48, not the sequence.

What breaks without it

Cutscene direction gets argued over in text documents and settled after the animation is already built. Previz is the fix, and previz is exactly the work studios cannot staff.

How the run is built

  • 01Write the character and the set once; iterate camera language across a dozen cheap passes.
  • 02Use the bracketed move vocabulary as shared language with the cinematics team.
  • 03Timebox each beat to its real runtime so pacing decisions are made against the actual clock.
Continuity block

The part you write once

This block is prepended to every shot in the run before it reaches the model. It is the reason shot four still has the same cast, the same room and the same grade as shot one. Edit it and the whole sequence moves together.

A derelict orbital corridor, ribbed steel walls, emergency strips glowing amber along the floor. One character in a scuffed white pressure suit, helmet under one arm, short dark hair. Low-key lighting, strong practical sources, cold highlights and warm floor bounce.

Shot list

The part you edit per shot

Shot one is directed from text. Every shot after it opens on the previous shot's final frame, so the cut lands on continuous motion.

  1. 01[Tracking shot]

    Following the character down the corridor, amber strips passing underfoot.

  2. 02[Static shot]

    They stop at a sealed bulkhead and set the helmet down on the deck.

  3. 03[Push in]

    Close on their face as the bulkhead indicator cycles from red to amber.

  4. 04[Pull out]

    Wide behind them as the bulkhead opens onto darkness.

Shot 01, as the model receives it
A derelict orbital corridor, ribbed steel walls, emergency strips glowing amber along the floor. One character in a scuffed white pressure suit, helmet under one arm, short dark hair. Low-key lighting, strong practical sources, cold highlights and warm floor bounce.

[Tracking shot]Following the character down the corridor, amber strips passing underfoot.
Load this shot list