How to work through it

01

Convert the world bible into a shot pack

Collect approved character turnarounds, costume states, props, environment keys, scale references, faction symbols, animation or stunt references, dialogue, pronunciation, music direction, and lore constraints. Label each item by role and version. Decide which details are canonical, which can be explored, and which must never appear. A reference pack is useful only when a reviewer can trace a generated choice back to the current production source.

02

Brief action, camera, and sound as one beat

Describe what changes in the scene, what the player or viewer must understand, how the character performs the action, how the camera reveals it, and how dialogue, effects, ambience, and music shape timing. H3's documented multimodal context and stereo audio-video output make this a relevant test case. Keep each generation narrow enough to diagnose rather than compressing an entire trailer into one uncontrolled instruction.

03

Review continuity against production assets

Check face, silhouette, costume, handedness, prop topology, emblem orientation, environment geography, action readability, camera collision, physics, lip and sound timing, subtitle accuracy, and continuity with adjacent shots. Flag imagery that looks like shipped gameplay when it is only concept or previs. Preserve the original output and rejection reason so the team does not rebuild a known failure in a later cut.

04

Hand off a decision, not an opaque clip

A useful previs handoff includes the creative question, prompt, reference manifest, H3 system path, output, selected frames, timing notes, audio notes, deviations from canon, rights status, and the engine or DCC work still required. Treat generated material as planning evidence unless the production team separately approves it for final use. Re-test when character assets, lore, model revision, license, or delivery requirements change.