XO3D Studio · Guide

How to Review CGI Work.

What to look for at each production stage, so your feedback is useful, your revisions are purposeful, and the final output is what you actually need.

Alex Mann, Managing Director, XO3D Studio
Alex MannCo-Founder and Managing Director, XO3D Studio

The studio behind this guide

Who you would be reviewing with

XO3D is a director-led product CGI studio, and the stages below are the ones we actually run: storyboard or animatic, then look-development frames, then two review rounds with the Creative Director attending. Worth understanding before you commission anyone, because the review structure is where most of the risk in a CGI project is either handled early or missed entirely.

How XO3D compares to the other five supplier models

Most client feedback on CGI is either too vague ("it doesn't feel quite right") or too granular ("can we move that highlight 3% to the left"). Both create problems. Vague feedback generates multiple rounds of approximated revisions. Over-specific feedback on details that aren't visible in the final delivery wastes production time on changes that won't be seen.

Review the brief and the current production stage together: our production process sets out the sequence, while the 3D animatic guide explains what to approve before final rendering. A material question belongs in look development, where references and lighting can be assessed together.

This guide describes what each production stage is designed to resolve, and therefore what feedback is useful and what isn't at each stage. Getting this right protects your budget and produces better work.

Four-stage CGI review flow, storyboard to final render
Four review stages, storyboard, animatic, material tests, final render. Each has a decision to make.

Stage-by-stage review guide

What to focus on, and what to ignore, at each stage.

  1. Storyboard Review

    What it resolves
    Shot selection, narrative structure, which features of the product are shown and in what order, overall creative direction of the film.
    What to look for
    Does this shot sequence tell the right story? Are all the important product features shown? Is the order of reveals logical? Does the structure serve the film's intended purpose (launch, technical explanation, investor pitch)?
    What not to focus on
    Exact lighting, material quality, camera movement smoothness, none of these are present at storyboard stage. The storyboard is a structural document.
  2. Material Test Review

    What it resolves
    Whether the material reconstruction matches the physical product's surface behaviour under light, the specific alloy, finish, texture, and reflectance properties.
    What to look for
    Compare the render against the physical product or reference images. Does the surface behave correctly in light? Does the finish match the specification? Is the colour temperature accurate?
    What not to focus on
    Camera angle, composition, or background, these are not the subject of a material test. Focus entirely on surface quality.
  3. Animatic Review

    What it resolves
    Exact camera choreography, timing, edit rhythm, product movement sequence, and structural relationship between image and sound.
    What to look for
    Watch it at full speed three times. Does the film feel like it has the right energy? Are reveals well-timed? Is any shot too short to read? Does mechanism movement match the correct operational sequence?
    What not to focus on
    Visual quality, the animatic intentionally uses rough geometry and no lighting. Evaluating material or render quality here is evaluating the wrong thing.
  4. Final Render Review

    What it resolves
    Overall visual quality, grading, integration of all elements, camera, material, lighting, composition, into the finished piece.
    What to look for
    Does this meet the visual standard set in pre-production? Does the grade feel right? Are there any surface artefacts, rendering errors, or inconsistencies in the materials?
    How to give good feedback
    Reference specific frames by timecode (XO3D uses Frame.io for timestamped annotation). Describe what you see rather than prescribing the technical fix, "the highlight on the chassis edge feels too bright at 0:12" is better than "reduce the specular intensity by 20%".

FAQ

Common questions, answered.

How many people should be involved in reviewing CGI?
The fewer, the better, provided all key stakeholders are represented. Ideal review teams have one person responsible for creative direction, one for technical accuracy (if the product is complex), and one for brand compliance. More reviewers produces more conflicting feedback, which produces compromised output. If multiple stakeholders must be involved, consolidate feedback before submitting it to the studio.
What's the best way to submit feedback?
XO3D uses Frame.io for all video review, you annotate directly on the frame at the specific timecode, which eliminates ambiguity about which frame or element you're referring to. For still images, use annotated PDFs with clearly labelled feedback points. Written feedback should describe observations, not prescriptions where possible, "the shadow reads as too heavy on the left side" gives the studio more useful information than "make the shadow 40% lighter".

Start the conversation

New to commissioning product CGI?

We will walk you through the review process before the project starts so there are no surprises mid-production.

About the studio

XO3D is a director-led product CGI studio, incorporated as XO3D Ltd in 2019 (UK Companies House 11876020). Founded by Thomas Howcroft (Founder and Creative Director) and Alex Mann (Co-Founder and Managing Director). Based at the Business and Technology Centre in Stevenage, UK, with representation at 244 Fifth Avenue, New York. We work with tech, industrial and premium consumer brands on product films, launch stills and interactive experiences.

That makes us the right choice for launch-critical work where the visual standard has to be high and the product may not exist yet.

It makes us the wrong choice for three things, and it is worth establishing that now rather than later.

  • Hundreds of routine SKUs to a fixed template. A volume batch renderer will do that faster and for less. Paying for creative direction on work that does not need a creative decision is poor value, and we will tell you so.
  • A permanently live, self-service configurator across a large range. That is platform software. We can build the assets and, where it is the right route, the experience itself, but the ongoing system is not a studio deliverable.
  • The campaign idea itself. If what you need is the strategy, the audience work and the media plan, start with an agency. We are frequently the production partner behind one.
How XO3D compares to the other five supplier models