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
- 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.
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.
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.
- 01[Tracking shot]
Following the character down the corridor, amber strips passing underfoot.
- 02[Static shot]
They stop at a sealed bulkhead and set the helmet down on the deck.
- 03[Push in]
Close on their face as the bulkhead indicator cycles from red to amber.
- 04[Pull out]
Wide behind them as the bulkhead opens onto darkness.
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.
Nearby
Property tours
A walkthrough where the hallway you leave is the hallway you arrive in — listing video for homes that are empty, unbuilt or still under offer.
Field service walkthroughs
Procedure video for the technician on site: the same machine, the same panel, the same hand position, step after step.
Safety and compliance training
Scenario footage for the situations you cannot stage — near misses, spills, evacuations — held consistent across a whole module.
Patient education
Calm, consistent explainers for a procedure or a device — no stock-footage strangers, no clinic that changes between steps.