Previsualization Artist creating cinematic previs sequences for The Third Floor, a visualization studio serving major film and entertainment clients. Animating characters, cameras, creatures, props, and vehicles.
Responsibilities
Create sequences of shots from storyboards and/or script pages to enhance the story
Establish character blocking and camera positioning
Animate camera movement
Create realistic and compelling character animation following the 12 principles of animation
Animate creatures, props, and vehicles
Use motion blur, depth of field, and other effects to create realism
Clean up and accentuate motion-capture animation
Maintain high standards of quality and speed
Understand shot continuity within sequences to guide shot creation
Work with the previs supervisor and take direction
Participate in agile creative teams supporting major studio productions
Potentially work at various production locations for major studio clients
Requirements
Include a resume, demo reel/portfolio link and demo reel breakdown or detailed written contribution breakdown with the application
Demo reel and breakdown must include both character and camera layout/animation
Essential skill: Autodesk Maya
Adobe After Effects
Autodesk Motion Builder (a plus)
PFTrack (a plus)
Strong sense of composition, color, and animation timing
Understanding of cinematic language and camera terminology
Ability to use motion blur, depth of field, and other effects
Artistic eye for detail and understanding of technical specifications
Ability to maintain consistent quality and speed
Ability to understand shot continuity
Ability to work well on a team and take direction from a supervisor
Ability to adapt quickly and accept change
Willingness to travel is a plus
Must reside in California, Georgia, Texas, Oregon, Connecticut, North Carolina, Florida, New Jersey, New York (outside NYC), Colorado, Washington, or Canada for remote positions
Must be authorized to work in the U.S. or Canada; work authorization documents must be current and unexpired
Senior Lighting Artist lighting environments and optimizing post - process effects for Piranha Games, an action - game studio behind MechWarrior. Collaborating across art and design teams.
Senior Level Artist creating playable levels and environments in Unreal Engine. Supporting People Can Fly’s AAA game projects through modular workflows and artistic collaboration.
Senior Level Artist building and optimizing playable Unreal Engine environments for Side’s game co - development projects. Owning spaces from blockout through final polish, including gameplay integration and visual composition.
Senior lighting artist creating immersive 3D environments for Activision’s Beenox game studio. Balancing artistic direction, gameplay readability, and engine performance across Quebec City or Montréal.
Senior Lighting Artist shaping atmospheric, gameplay - driven lighting for BulletFarm's next AAA title. Building performant Unreal Engine 5 environments with Lumen and MegaLights.
Multimedia Artist creating digital artwork, video, animations, and visual effects for Extreme Networks’ cloud - driven networking campaigns. Collaborating with Extreme’s Brand team on internal and external visual content.
CFX Artist creating Houdini hair, fur, cloth, and muscle simulations for Bardel Entertainment’s animation productions. Collaborating across departments and maintaining production - ready CFX pipelines.
Senior Layout Artist staging CG animation scenes and crafting cinematography for Bardel Entertainment’s featurette productions. Translating storyboards into 3D sequences while supporting visual storytelling and production workflows.
Senior Level Artist creating playable Unreal Engine levels for People Can Fly, an independent AAA game studio. Building world geometry, modular assets, and set dressing for next - generation action games.
Lighting Artist creating Unreal Engine lighting for People Can Fly’s AAA action games. Shaping visual storytelling, performance, and cinematic quality across scenes and levels.