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Previs Jobs (NOW HIRING)

VFX & Cinematic Artist

Santa Clara, CA · On-site

$100 - $180/hr

We actively leverage generative and assistive tools across production--from rapid storyboarding and previs to upscaling and frame interpolation. We aren't looking for someone who simply uses AI; we ...

Bring hands-on experience with AI-assisted workflows - previs, storyboards, b-roll/plate generation, voice, music, upscaling, rotoscoping, and AI-assisted editing - and actively help build repeatable ...

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How much do previs jobs pay per hour?

As of Sep 6, 2026, the average hourly pay for previs in the United States is $39.41, according to ZipRecruiter salary data. Most workers in this role earn between $21.88 and $63.94 per hour, depending on experience, location, and employer.

What is a previs?

A Previs (Previsualization) job involves creating rough animated sequences to visualize complex scenes before filming or full production begins. Previs artists use 3D software to plan camera angles, movement, and timing, helping directors and VFX teams make informed decisions. Their work ensures efficient production by identifying potential challenges early. Previs is widely used in film, TV, and games to streamline storytelling and technical execution.

What are the key skills and qualifications needed to thrive as a previs artist?

To excel as a Previs artist, you need strong skills in 3D animation, visual storytelling, and cinematography principles, usually supported by a background in film, animation, or a related creative field. Proficiency in tools like Autodesk Maya, Adobe After Effects, and other visualization software is commonly required. Excellent communication, adaptability, and problem-solving abilities set standout candidates apart in collaborative and fast-paced production environments. These skills ensure that complex sequences are accurately visualized and communicated effectively within the filmmaking or game development pipeline.

What are the main challenges faced by previs artists in their day-to-day work?

Previs artists often work under tight deadlines and must quickly adapt to changes in the director’s vision or script revisions, which can require frequent iterations of their work. They need to balance creative input with technical constraints, ensuring that their visualizations are both imaginative and achievable within production resources. Collaboration is key, as Previs artists regularly interact with directors, cinematographers, VFX teams, and other departments to align on the director’s intent and overall story. This dynamic and fast-paced workflow can be challenging, but it also offers opportunities for creative problem-solving and direct influence on the final visual narrative.

How much does a previs artist make?

Previs artists typically earn between $50,000 and $100,000 annually, depending on experience, location, and industry sector. Entry-level artists may start lower, while experienced professionals with strong skills in animation and visualization tools can earn higher salaries.

How to become a previs artist?

To become a previs artist, develop skills in 3D modeling, animation, and storytelling using tools like Maya, Blender, or Unreal Engine. A background in film, animation, or visual effects, along with a strong portfolio demonstrating your work, is essential; some roles also require knowledge of scripting and collaboration in a team environment.

What does a previs artist do?

A previs artist creates preliminary visualizations of scenes, sequences, or shots for film, television, or animation projects. They use 3D modeling, animation, and storyboarding tools to plan out camera angles, timing, and composition, helping directors and teams visualize the final product before production begins.
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Infographic showing various Previs job openings in the United States as of August 2026, with employment types broken down into 85% Full Time, and 15% Contract. Highlights an 85% In-person, and 15% Remote job distribution, with an average salary of $81,974 per year, or $39.4 per hour.

VFX & Cinematic Artist

Atome

Santa Clara, CA • On-site

$100 - $180/hr

Other

Posted 5 days ago


Key responsibilities

  • Design and implement in-game real-time VFX such as combat impacts, spell effects, destruction, weather, and particulate atmosphere.

  • Produce short promotional ads from storyboarding to final delivery, including blocking, camera work, lighting, sequencing, and rendering.

  • Partner with the Art Director to iterate on promotional creatives and in-game effects, ensuring a coherent visual identity.


Job description

Full-time | Game Development | Game Dev | Santa Clara, California, USA

About the Role

We are looking for a unique VFX & Cinematic Artist to own two deeply connected crafts: real-time gameplay VFX for our Unity-based mobile RTS, and high-impact cinematic marketing content (UA ads, trailers) that drives player acquisition.

While this is a hybrid role, we don't expect you to be a 100/100 master of both crafts on day one. If you are a world-class gameplay VFX artist with a strong instinct for cinematic storytelling—or vice versa, we want to talk to you.

Why This Unique Dual Role?

In our pipeline, gameplay and marketing directly feed each other:

  • Game to Ad: The real-time VFX you build in Unity becomes the core visual foundation for our marketing trailers and UA creatives.
  • Ad to Game: The cinematography, pacing, and visual storytelling you hone while creating ads make your in-game effects significantly more impactful and readable.
Our AI Philosophy

AI is a core part of our creative workflow. We actively leverage generative and assistive tools across production—from rapid storyboarding and previs to upscaling and frame interpolation. We aren't looking for someone who simply uses AI; we want an artist who knows how to leverage AI to speed up iteration while knowing when traditional craftsmanship delivers superior quality.

What You'll Do Real-Time Gameplay VFX
  • Design and implement in-game real-time VFX: combat impacts, spell and ability effects, destruction, weather, and particulate atmosphere.
  • Craft custom shaders and materials for effects work — dissolves, distortion, flipbooks, refraction, energy, and elemental looks — and understand the performance cost of every feature you add.
  • Optimize effects, shaders, scenes, and render settings for mobile performance budgets and fast turnaround, without sacrificing visual quality.
Cinematic Marketing Production
  • Produce short game promotion ads end-to-end from storyboard or previz/animatic to final delivery — blocking, camera work, lighting, sequencing, rendering, and handoff.
  • Translate marketing briefs and storyboards into short lists and animatics/previz, then produce them into final video clips.
  • Partner with the Art Director to iterate on promotional creatives based on performance metrics — cut, re-time, re-light, re-cut, ship again.
  • Use AI tools to compress the production cycle — rapid previz and storyboard exploration, generating creative variants for testing, automating repetitive cleanup, and shortening the path from brief to first cut.
  • Evaluate new AI tooling as it lands, and fold what actually works into the team's pipeline. Discard what doesn't.
  • Partner with the Art Director on both in-game content and cinematic work — interpreting the art direction, presenting work for review, and iterating on notes until the effects and the ads hold a single, coherent visual identity.
  • Establish and maintain a consistent visual language so promotional work and in-game effects feel like they belong to the same world.
  • Build reusable templates, material libraries, and effect libraries that shorten the runway on the next campaign or feature.
  • Maintain a clean, organized project structure and clear asset naming so others can seamlessly pick up your work.
What We're Looking For
  • 5+ years of combined experience across cinematic/trailer production and in-game VFX for games. You don't need identical depth in both, but you need real production experience in each — this role cannot be learned from zero on either side.
  • Strong fundamentals in at least one real-time game engine or in-engine cinematic toolset (Unreal, Unity, or a proprietary in-house editor). We care that you understand real-time lighting, sequencing, and rendering — not which logo is on the splash screen.
  • Strong understanding of shader and material authoring using Shader Graph, Amplify Shader Editor, HLSL, or equivalent.
  • Solid understanding of mobile rendering performance and optimization (managing overdraw, shader complexity, and draw calls).
  • Strong understanding of cinematography, composition, pacing, camera language, and lighting.
  • Proficient with DCC tools (Blender, Maya) and post-production software (After Effects, Premiere, or DaVinci Resolve).
  • Demonstrated use of AI tools in a production context — generative image or video models, AI-assisted previz or storyboarding, upscaling, frame interpolation, roto or matte generation, or prompt-driven variant creation. You should be able to talk about where these tools helped, where they failed, and how you told the difference.
Nice to Have
  • Experience shipping mobile games titles, particularly in the RTS, SLG, MOBA, or Strategy genres, or promotional creative that ran at scale on video social media platforms.
  • Understanding of what makes short-form video and playable promos actually convert — hook timing, first-two-seconds discipline, CTA placement.
  • Experience building AI-assisted workflows others can use — reusable prompt libraries, batch pipelines, or tooling that turns a manual step into an automated one.
  • Understanding of user acquisition, creative performance, and A/B testing.
  • Experience with Unreal Engine (Niagara, Sequencer) for cinematic production.
  • Experience with EmberGen, Substance Designer, or other flipbook and texture generation tools.
  • Houdini for simulation work (destruction, fluids, cloth) baked down for real-time use.
  • Scripting for procedural or data-driven shot setups (Blueprint, Python, C#).

*Please note: candidates moving forward in the interview process will be required to complete a short, non-paid take-home VFX assessment.

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