We present Mind-of-Director, a multi-modal agent-driven framework for film previz that models the collaborative decision-making process of a film production team. Given a creative idea, Mind-of-Director orchestrates multiple specialized agents to produce previz sequences within the game engine. The framework consists of four cooperative modules: Script Development, where agents draft and refine the screenplay iteratively; Virtual Scene Design, which transforms text into semantically aligned 3D environments; Character Behaviour Control, which determines character blocking and motion; and Camera Planning, which optimizes framing, movement, and composition for cinematic camera effects. A real-time visual editing system built in the game engine further enables interactive inspection and synchronized timeline adjustment across scenes, behaviours, and cameras. Extensive experiments and human evaluations show that Mind-of-Director generates high-quality, semantically grounded previz sequences in approximately 25 minutes per idea, demonstrating the effectiveness of agent collaboration for both automated prototyping and human-in-the-loop filmmaking.
Figures & tables
Fig. 2 : Overview of the Mind-of-Director Framework. Given a high-level idea, our multi-modal agent-driven framework simulates a structured collaborative decision-making workflow through four interconnected modules: (1) Script Development refines the screenplay via a Discuss-Revise-Judge process; (2) Virtual Scene Design builds consistent 3D environments using 2D-guided and rule-based generation under spatial constraints; (3) Character Behaviour Control optimizes character blocking and motion through agent feedback; (4) Camera Planning selects and validates cinematic shots via a Debate-Judge-Validation loop for physical plausibility. All modules are integrated in Unity for real-time visualization and iterative refinement.
Fig. 3 : Qualitative Comparison. We present a representative sample from Act Ai to demonstrate our framework’s performance and cross-stage consistency. The image shows results across four stages: (a) Script Development : Comparison of screenplay generated by Solo vs. Agent Collaboration; (b) Virtual Scene Design : Comparison of scene layouts from StageDesigner and our approach with improved spatial grounding; (c) Character Behaviour Control : Character positioning from FilmAgent vs. our agent-driven method; (d) Camera Planning : Camera shot selection, comparing FilmAgent and our approach.
Evaluator
Method
CA
PA
OA
Expert
Solo
29.2%
15.8%
19.2%
Agent
70.8%
84.2%
80.8%
User
Solo
42.8%
23.0%
24.8%
Agent
57.2%
77.0%
75.2%
TABLE I : Results on Script Development . Experts and users conduct a comparative evaluation under both Solo and Agent settings. Solo corresponds to a single screenwriter baseline, where the screenplay is generated in one forward LLM pass without multi-agent reasoning or iterative revision.
Fig. 4 : Unity-Based Interface. Our system provides synchronized timeline tracks for characters and cameras, enabling real-time inspection, editing, and visualization across all stages.
Character
State
Action
Clara
standing
ID 20: Thoughtful Head Shake
Elias
sitting
ID 29: Sitting Idle
Maya
standing
ID 17: Talking
Reasons: Clara reacts with restrained discomfort; Elias remains withdrawn; Maya speaks with subtle tension.
TABLE V: An annotation example for character motions.
Type
Specs
Subjects
two_static
Relation: distant Framing: OTS_pair Shot size: MS Angle: Eye
Elias, Maya
Reason: Maintains spatial logic (Elias at S1, Maya at T4), captures face-to-face interaction, and emphasizes the attention shift.
TABLE VI: An annotation example for camera template.
Fig. 7 : Overview of Human Evaluation. The questionnaire consists of four parts: Part I (Script Development) and Part II (Virtual Scene Design) are jointly rated by both experts and general users, while Part III (Behaviour Control) and Part IV (Camera Planning) require domain expertise and are therefore evaluated exclusively by film experts.
Fig. 8 : The previs sequences of the original screenplay The Last Supper , Scene I .
Fig. 9 : The previs sequences of the original screenplay The Last Supper , Scene II .
Fig. 10 : The previs sequences of the original screenplay The Last Supper , Scene III .
Fig. 11 : The previs sequences of the movie The Social Network directed by David Fincher in 2010 .
Fig. 12 : The previs sequences of the movie Good Will Hunting directed by Gus Van Sant in 1997 .
We propose Camera Artist, a multi-agent framework that models a real-world filmmaking workflow to generate narrative videos with explicit cinematic language. While recent multi-agent systems have made substantial progress in automating filmmaking workflows from scripts to videos, they often lack explicit mechanisms to structure narrative progression across adjacent shots and deliberate use of cinematic language, resulting in fragmented storytelling and limited filmic quality. To address this, Camera Artist builds upon established agentic pipelines and introduces a dedicated Cinematography Shot Agent, which integrates recursive storyboard generation to strengthen shot-to-shot narrative continuity and cinematic language injection to produce more expressive, film-oriented shot designs. Extensive quantitative and qualitative results demonstrate that our approach consistently outperforms existing baselines in narrative consistency, dynamic expressiveness, and perceived film quality.
Haobo Hu, Qi Mao, Yuanhang Li +1
School of Information and Communication Engineering, Communication University of China, Beijing, China · State Key Laboratory for Multimedia Information Processing, School of Computer Science, Peking University, Beijing, China
Cutscenes are carefully choreographed cinematic sequences embedded in video games and interactive media, serving as the primary vehicle for narrative delivery, character development, and emotional engagement. Producing cutscenes is inherently complex: it demands seamless coordination across screenwriting, cinematography, character animation, voice acting, and technical direction, often requiring days to weeks of collaborative effort from multidisciplinary teams to produce minutes of polished content. In this work, we present Cutscene Agent, an LLM agent framework for automated end-to-end cutscene generation. The framework makes three contributions: (1)~a Cutscene Toolkit built on the Model Context Protocol (MCP) that establishes bidirectional integration between LLM agents and the game engine -- agents not only invoke engine operations but continuously observe real-time scene state, enabling closed-loop generation of editable engine-native cinematic assets; (2)~a multi-agent system where a director agent orchestrates specialist subagents for animation, cinematography, and sound design, augmented by a visual reasoning feedback loop for perception-driven refinement; and (3)~CutsceneBench, a hierarchical evaluation benchmark for cutscene generation. Unlike typical tool-use benchmarks that evaluate short, isolated function calls, cutscene generation requires long-horizon, multi-step orchestration of dozens of interdependent tool invocations with strict ordering constraints -- a capability dimension that existing benchmarks do not cover. We evaluate a range of LLMs on CutsceneBench and analyze their performance across this challenging task.
Long-form narrative-to-film generation requires shot-level controllability and cross-clip consistency in both visual identity and character behavior-requirements that remain difficult to satisfy with current prompt-based workflows. A core reason existing workflows remain brittle is the lack of a structured intermediate layer between scripts and video models, especially when screenplays are underspecified at key cinematic decision points. We introduce a structured orchestration layer for film-oriented script-to-video generation, implemented as a multi-agent framework that operates between scripts and off-the-shelf video generators. The layer is centered on FilmDSL, a film-oriented domain-specific language that makes cinematic constraints explicit, including shot and camera directives, asset and continuity requirements, and persona cues, so that agents coordinate through a shared structured specification for planning, generation, critique, and repair. Specifically, a generation agent constructs asset packs and storyboard keyframes that anchor composition before clip-by-clip synthesis, while a critic agent produces structured QA signals and triggers targeted refinement without retraining the base model. Experiments on TV-style segments show improved controllability and consistency over text-only and reference-only baselines.
Jiaben Chen, Sixun Dong, Qinhong Zhou +4
University of Massachusetts Amherst, Amherst, MA 01003, USA · Massachusetts Institute of Technology, Cambridge, MA 02139, USA