Film Knowledge Library

The film craft inside Lanternhouse

Every Lanternhouse app works from written-down film craft, not improvisation. Here it is: what each principle says, why it matters, and which app uses it. The library keeps growing.

story principles
15story principles
film-craft rules
86film-craft rules
genre style sheets
7genre style sheets
poster genre sheets
8poster genre sheets

Plus 20 rules for keeping AI video consistent from shot to shot, which we keep in-house.

Story

15 principles

What makes a short film work on the page: purpose, conflict, stakes, cause and effect, subtext.

Causality

Causality is the story relationship in which an event, action, or decision creates consequences that help produce what happens next, rather than events merely occurring in sequence.

How to use it
  • For each important beat or scene, ask what prior action, decision, event, or consequence made the current situation possible or necessary.
  • Ask what changes because of the current beat or scene and whether those changes help produce what follows.
  • When an event appears to arrive from nowhere, examine whether it depends on coincidence, writer convenience, or story information that has not yet been established.
  • Track character choices as causal links: a choice changes circumstances, the new circumstances demand a response, and that response can create further consequences.
Common mistakes
  • Confusing chronological order with cause and effect.
  • Using coincidence repeatedly to place characters or information where the plot needs them.
  • Giving characters too little agency by allowing events to carry them through the story without meaningful decisions changing what happens next.

Character Agency

Character agency is a character's ability to make meaningful choices and take actions that can influence the course of the story rather than merely being carried through events.

How to use it
  • Identify what meaningful choices are actually available to the character.
  • Ask whether the character chooses a course of action for reasons that follow from their wants, fears, beliefs, needs, or circumstances.
  • Ask whether the character's choice can plausibly change the situation, create consequences, or alter what happens next.
  • When a character receives an assignment, mission, or unavoidable problem, distinguish the imposed situation from the choices the character makes about how to respond.
Common mistakes
  • Treating reaction to an external event as automatically passive even when the character makes meaningful decisions about the response.
  • Mistaking competence or action-movie skill for agency.
  • Having other characters repeatedly assign the protagonist's course while the protagonist simply complies.

Character Objective and Motivation

A character objective is the result a character is actively trying to achieve, while motivation is the underlying reason or desire that makes pursuing that result matter.

How to use it
  • At story scale, identify the result the character is broadly trying to achieve and the underlying reason that makes that pursuit personally meaningful.
  • At scene scale, ask what each character hopes to get out of this specific interaction or moment.
  • Separate the questions 'What is the character trying to make happen?' and 'Why does this character want that result?'
  • Trace the larger objective or desire through the screenplay without requiring every scene to address it explicitly; look for scenes that pursue it, complicate it, test it, or reveal what it means to the character.
Common mistakes
  • Using objective, motivation, stakes, and agency as though they describe the same story problem.
  • Giving a character a stated overall goal but failing to keep that desire meaningfully present through the course of the story.
  • Writing a scene without being able to identify what the participating characters hope to achieve within it.

Conflict

Conflict is dramatic pressure created when a character faces incompatible desires, goals, values, circumstances, choices, or opposing forces.

How to use it
  • Identify what the relevant character or characters want from the situation.
  • Identify what makes those wants difficult, incompatible, uncertain, or costly.
  • Ask whether the pressure comes from another character, external circumstances, the character's own inner state, a lack of information, avoidance of an unwanted outcome, or a difficult choice.
  • When several characters are present, compare their scene-level intentions rather than assuming conflict requires explicit disagreement.
Common mistakes
  • Treating conflict as synonymous with an argument or fight.
  • Assuming different character goals must be spoken aloud before they count as conflict.
  • Treating every obstacle as though it fully describes the underlying conflict.

Dialogue and Subtext

Subtext is meaning conveyed beneath the surface of dialogue or behavior: what a character really wants, fears, believes, hides, or cannot say directly.

How to use it
  • Identify what the character truly wants in the scene and what they are unwilling or unable to say directly.
  • Separate the surface subject of the conversation from the underlying emotional or dramatic subject.
  • Use contradiction between words and behavior when the character's actions reveal something the dialogue conceals.
  • Use silence, avoidance, a change of subject, repetition, gesture, or an indirect response when the character does not approach the underlying truth directly.
Common mistakes
  • Having characters state exactly what they feel or want when the scene would benefit from tension between surface speech and underlying intention.
  • Treating vague or confusing dialogue as though obscurity automatically creates subtext.
  • Writing every character with the same degree of indirection regardless of personality or circumstance.

Dialogue Function and Character Voice

Dialogue function is what a character's speech accomplishes within a scene, while character voice is the distinctive way that particular character speaks, reacts, and expresses a point of view.

How to use it
  • For a dialogue-heavy scene, identify what each character is trying to achieve through the conversation at that moment.
  • For important lines, ask what the character is doing with the speech: persuading, resisting, challenging, requesting, refusing, deciding, redirecting, testing, conceding, informing, or reacting.
  • Check whether each response is affected by the line immediately before it. If both characters could deliver their lines independently, the exchange may be functioning as intersecting monologues rather than dialogue.
  • If a scene ends in a decision, identify how the conversation produces that decision through competing goals, persuasion, pressure, discovery, resistance, or concession rather than simply jumping from discussion to outcome.
Common mistakes
  • Writing conversations in which characters deliver parallel monologues without reacting to one another.
  • Letting a scene merely discuss information when the dramatic situation calls for persuasion, resistance, choice, conflict, or decision.
  • Assuming that smart, funny, or polished lines automatically give dialogue a useful scene function.

Dramatic Beat

A dramatic beat is a meaningful story change that can occur within a scene, such as a change in direction, information, emotional stakes, decision, or other dramatic circumstance.

How to use it
  • Look for a meaningful difference between the story situation before and after a moment.
  • Possible indicators include a decision, newly revealed information, a shift in emotional stakes, or an event that changes the direction of the scene.
  • Ask how the moment affects what happens next rather than identifying a dramatic beat solely because time has passed or dialogue has paused.
  • When working inside a scene, distinguish smaller dramatic changes from larger structural beats.
Common mistakes
  • Treating a screenplay pause and a dramatic-story beat as automatically equivalent.
  • Confusing a small change within a scene with a larger structural beat.
  • Treating one named beat-sheet structure as though it defines every use of the word 'beat'.

Dramatic Progression and Escalation

Dramatic progression is meaningful change in the conditions of a story from beat to beat or scene to scene, as obstacles, consequences, information, relationships, options, strategies, or stakes evolve rather than simply repeat.

How to use it
  • Compare the situation before and after a beat, scene, or sequence and identify what has materially changed in knowledge, leverage, options, relationships, strategy, consequence, or emotional position.
  • For an obstacle, identify the character's immediate goal and ask what specifically prevents the easiest path toward it.
  • Prefer obstacles that challenge the particular character, goal, flaw, circumstance, or relationship rather than obstacles that could be inserted into almost any story.
  • After a success or failure, ask whether the result changes the next decision, strategy, cost, or available options. If the character can simply repeat the same attempt, progression may have stalled.
Common mistakes
  • Confusing movement, argument, action, or spectacle with meaningful dramatic progression.
  • Repeating the same conflict or failed attempt without changing the character's strategy, circumstances, information, or cost.
  • Adding obstacles that delay the character but have little connection to the character, goal, or dramatic problem.

Exposition

Exposition is the delivery of information the audience needs in order to understand the characters, situation, world, stakes, rules, or prior events of a screenplay.

How to use it
  • Identify what information the audience genuinely needs at the current point in the story rather than explaining everything that exists in the writer's background material.
  • Ask whether the necessary information can emerge from a question the characters would naturally ask, a disagreement, a discovery, an action, or another active situation.
  • Keep characters' wants, emotions, relationships, and immediate circumstances alive while exposition is being delivered.
  • Use visual information when the audience can understand the necessary fact from what characters do, see, encounter, or discover.
Common mistakes
  • Treating exposition itself as a flaw instead of distinguishing necessary information from poor delivery.
  • Pausing character desire, conflict, action, and emotion while characters recite facts.
  • Having characters tell each other information they already know solely so the audience can hear it.

Foreshadowing

Foreshadowing is an advance hint, image, line, detail, pattern, or tonal signal that prepares the audience for a later event, revelation, fate, or meaning without necessarily revealing exactly how it will occur.

How to use it
  • Identify the later event, revelation, fate, thematic development, or emotional turn that the audience is being prepared to experience.
  • Decide whether the audience should consciously anticipate that future development or recognize the clue mainly in hindsight; use more direct or more indirect foreshadowing accordingly.
  • Choose a form appropriate to the story: dialogue, imagery, narration, title, symbol, motif, action, framing, sound-related description, tone, atmosphere, or another observable story detail.
  • Place the clue early enough to create anticipation or retrospective connection rather than introducing it immediately before the outcome it predicts.
Common mistakes
  • Treating foreshadowing and setup/payoff as exact synonyms.
  • Making a hint so obvious that it spoils the later event.
  • Making a hint so invisible or unrelated that the later event still feels unsupported.

Information Control

Information control is the deliberate management of who knows a story-relevant fact, who does not, and when that knowledge changes, including differences between the audience and characters and among characters themselves.

How to use it
  • For each important fact, identify whether the audience knows it and which individual characters know it at that point in the story.
  • For each character who knows a fact, identify how and when they plausibly learned it.
  • Before a reveal, identify the intended informational relationship: audience ahead of the character, audience behind the character, characters holding different knowledge, or audience and character discovering together.
  • To create dramatic irony, establish the relevant fact for the audience while keeping the character's lack of knowledge believable.
Common mistakes
  • Allowing a character to know information they had no plausible opportunity to acquire.
  • Keeping a character ignorant of information they should reasonably know because the plot needs them not to know it.
  • Having characters withhold important information from one another for no character-based reason.

Scene Purpose

Scene purpose is the narrative contribution a scene is intended to make within the larger screenplay.

How to use it
  • State in one or two sentences what needs to happen in the scene and why that contribution matters to the larger screenplay.
  • Ask what the screenplay would lose if the scene were omitted.
  • Consider both overt story movement and quieter contributions such as character change or revelation, emotional development, relationship development, or cumulative setup.
  • If the scene's best material is valuable but its current scene has little reason to exist, consider whether that material can be moved into a scene that performs a clearer story function.
Common mistakes
  • Treating 'advances the plot' as the only possible definition of scene purpose.
  • Keeping a scene solely because it contains a favorite joke, dramatic exchange, image, or piece of dialogue.
  • Applying the omission test as an automatic deletion rule rather than as a diagnostic question.

Setup and Payoff

Setup and payoff is a screenwriting relationship in which an earlier story element establishes information, expectation, capability, or significance that a later moment develops, uses, reveals, or resolves.

How to use it
  • Identify the later moment that needs to feel earned, consequential, or meaningfully connected to earlier story information.
  • Determine what the audience needs to know, notice, or experience beforehand for that later moment to make sense.
  • Plant the necessary object, information, behavior, capability, relationship detail, or expectation early enough for it to register without requiring the screenplay to announce its later purpose.
  • At the payoff, use or transform the established element so that its earlier presence gains additional meaning or consequence.
Common mistakes
  • Introducing a crucial capability, object, or fact only at the moment it is needed.
  • Planting an emphasized element that never acquires later relevance.
  • Making a setup so conspicuous that it announces the payoff in advance.

Short-Film Economy

Short-film economy is the discipline of matching a screenplay's story scope to its limited runtime by concentrating on a small dramatic core, limiting nonessential complexity, and using the available pages to tell a complete short-form story.

How to use it
  • Identify the single event, situation, conflict, mission, or emotional experience at the center of the short and test whether the surrounding material serves it.
  • Reduce backstory and preliminary setup to what the audience needs in order to understand and engage with the immediate story.
  • Examine each additional storyline, time period, point of view, character, or major complication and keep it only when its contribution justifies the screen time it consumes.
  • During revision, remove scenes, beats, or information that do not serve the core plot or emotional experience.
Common mistakes
  • Trying to compress a feature's breadth into a short instead of choosing a smaller dramatic unit.
  • Cramming multiple storylines, time periods, points of view, or secondary concerns into limited runtime without a compelling reason.
  • Front-loading the screenplay with backstory and setup the audience does not need in order to enter the immediate story.

Stakes

Stakes are the meaningful consequences attached to a character's actions or outcome: what the character risks, stands to lose or gain, or will face if they fail or succeed.

How to use it
  • Ask what the character is risking by choosing to act.
  • Ask what happens if the character does not succeed.
  • Identify consequences that are specific to the character's values, relationships, identity, stability, hopes, or circumstances rather than increasing scale automatically.
  • Make the possible consequence legible enough that the audience can understand what could be lost, changed, or damaged.
Common mistakes
  • Equating stakes only with death, catastrophe, or world-ending danger.
  • Increasing the scale of danger without making the consequence more meaningful to the character.
  • Naming a goal without clarifying what is risked if the character pursues it or fails.

Coverage

12 principles

Which shots a scene needs, and why each one is there.

COV-01

Break the scene into dramatic beats before breaking it into shots.

Every shot covers one or more beats of the scene; never add shots only for visual variety.

Why it matters: Shot logic should follow information, action, emotion, and change, not random camera choices.

COV-02

Give every shot one primary editorial purpose.

Each shot must declare one primary purpose such as orient, reveal, action, reaction, information, emphasis, transition, or aftermath.

Why it matters: If nobody can say why a shot exists, the edit feels arbitrary.

COV-03Industry practice

Establish usable geography before relying on close coverage.

At the start of a new location, show enough geography to understand subject positions and major spatial anchors before a sequence of isolated close shots, unless deliberate disorientation is explicitly tagged.

Why it matters: Close-ups are readable only when the audience has a mental map or when the film deliberately withholds one.

COV-04Industry practice

Build a master or equivalent spatial safety shot for multi-subject scenes.

Multi-character or character-plus-critical-object scenes should include a master/wide/two-shot that contains the essential spatial relationship.

Why it matters: The master protects editability and gives the audience a reset point if tighter coverage becomes spatially confusing.

COV-05Industry practice

Move from orientation toward emphasis; do not mechanically alternate sizes.

By default, move from broad to specific: an establishing or master shot, then medium shots, two-shots or over-the-shoulders, then close-ups, reactions and inserts. Deviate only with a reason.

Why it matters: Progressive proximity naturally moves the audience from geography to behavior to detail.

COV-06Industry practice

Use inserts only for information that deserves isolated attention.

An insert must show a prop, text, hand action, clue, interface, or detail whose isolated view changes understanding or supports a transition.

Why it matters: Decorative inserts fragment the edit and can create continuity errors without adding story value.

COV-07Industry practice

Cover reactions when the trigger changes a character.

If a line, sound, reveal, or action materially changes another character’s state, include a reaction opportunity unless the omission is intentional.

Why it matters: Reaction shots often carry the emotional meaning of an event more strongly than the event itself.

COV-08Industry practice

Coverage must protect the edit, not merely illustrate the script.

For dialogue or interaction, provide enough complementary angles to cut around timing problems and performance changes without breaking geography.

Why it matters: A shot list that only creates one beautiful angle per line leaves no editorial flexibility.

COV-09Industry practice

Derive shot count from duration and target rhythm, not page count alone.

Estimate the number of shots from the scene's length divided by the average shot length you want, then adjust for its beats, actions and style.

Why it matters: One page can play in 40 seconds or 2 minutes; page count alone cannot determine cutting density.

COV-10Industry practice

For a 120-second scene, start with a pacing band rather than a fixed “correct” count.

As a starting point for a 2-minute scene: slow and observational, 8–15 shots; neutral drama, 15–24; tense or brisk, 24–40. Then adjust by design.

Why it matters: There is no professional universal shot count; average shot length and dramatic density are the useful variables.

COV-12Industry practice

Use a oner/long take when uninterrupted duration serves the scene.

Prefer a long take when uninterrupted time, performance, spatial choreography, immersion, contemplation, or accumulating tension benefits from not cutting.

Why it matters: A oner can preserve real-time continuity and performance, but it should still have an internal dramatic reason to continue. A deliberate static hold may be valid even without blocking or camera movement.

COV-14Industry practice

Introduce a character before or as they first speak.

A character's first line plays on a shot where we clearly see them, or we hear them off screen and the very next shot shows them. Voice-overs are the exception.

Why it matters: The audience must know who is talking; a first line from a speck in a wide shot, or from nobody, reads as confusion rather than intent. Small or distant characters need a closer shot to register at all.

Shot design and camera

10 principles

Shot size, angle, lens, focus, composition and camera movement.

SHOT-02Industry practice

Every shot needs a professional core specification.

Every shot names its scene, beat, purpose, shot size, angle, lens, camera movement, subject, length, sound and continuity notes.

Why it matters: These are the fields of a professional shot list: enough for a crew to shoot from it.

SHOT-07Industry practice

Specify camera start and camera end.

Moving shots need a defined initial frame, path, and terminal frame.

Why it matters: “Slow cinematic push” alone does not define how the next shot should connect.

SHOT-16Industry practice

Plan focus and composition, not just the lens.

For every shot, decide what is in focus, how deep the focus is, and where the subject sits in the frame: headroom, lead room and the horizon.

Why it matters: Two shots with the same lens and angle still cut badly when the focus or the framing jumps for no reason.

CAM-01Industry practice

Static is the default when movement has no story function.

Do not assign a camera move merely to make the shot look “cinematic.”

Why it matters: Random movement makes a sequence feel accidental rather than directed. A still frame can put the weight on the performance, the tension and the composition.

CAM-02Industry practice

Valid camera-move motives are follow, reveal, reframe, emphasize, discover, shift relationship, or transition through space.

Every move declares what it accomplishes.

Why it matters: This keeps camera motion tied to storytelling.

CAM-03

Do not randomize movement type shot-to-shot.

A sequence should have a movement grammar; three adjacent shots should not use three unrelated movement families without a designed escalation or disruption.

Why it matters: Pan→handheld→dolly→zoom with no pattern feels arbitrary.

CAM-04Industry practice

Actor movement can replace camera movement.

If blocking already creates meaningful change inside the frame, prefer a locked or minimally reframing camera unless another move adds information.

Why it matters: Moving both the actor and the camera without a reason makes the shot harder to read.

CAM-05Industry practice

Movement direction must respect scene direction.

Tracking/panning should not cause an accidental screen-direction reversal across the cut.

Why it matters: Camera movement can cross the axis just as easily as a static setup can.

CAM-06Industry practice

A push-in is an emphasis, not wallpaper.

Use push-ins when attention, realization, pressure, intimacy, or discovery increases.

Why it matters: Repeated push-ins flatten their meaning.

CAM-07

Each move must land on a usable frame.

Camera motion must finish in a composition suitable either for the cut or for the next continuation segment.

Why it matters: A move that ends mid-pan or mid-reframe is hard to cut from cleanly.

Lighting

3 principles

Where the light comes from, and keeping it true from shot to shot. Each genre’s light is in Genre style.

CONT-14Industry practice

Preserve lighting direction and practical state.

Within continuous scene time, key-light side, major practicals, color family, and motivated source direction must remain consistent unless a lighting-change event occurs.

Why it matters: Lighting reversals can make two matching shots feel like different rooms or times.

SHOT-10

Write down the light, not just the mood.

For every shot, note the motivated light source, the side of the key light, which practical lamps are on, the colour temperature and the contrast.

Why it matters: "Moody blue light" is not enough to make two shots of the same moment match.

LIGHT-01

Plan the light of every location first.

Before any shot is planned, each location gets a floor plan with its windows and practical lamps, and the side and colour of the key light.

Why it matters: Light that stays on the same side keeps every shot of a scene in one place and one time.

Continuity and blocking

17 principles

Where everyone stands, which way they face, what they hold, and keeping it true across every cut.

CONT-01Industry practice

Build the floor plan before choosing coverage.

Every scene in a fixed location must have a 2D spatial map containing actors, major props, entrances/exits, camera-safe zones, windows/practicals, and the principal axis of action.

Why it matters: Camera continuity cannot be checked without knowing where subjects actually are.

CONT-03Industry practice

Apply the 180-degree rule to each active axis.

Once an interaction axis is established, keep cameras on the same side of that axis until the line is deliberately reset or crossed visibly.

Why it matters: Crossing the axis invisibly reverses screen direction and can make characters appear to swap places.

CONT-04Industry practice

Cross the line only with an explicit reset method.

Valid line-cross methods are: visible camera move across the axis, neutral/on-axis shot that resets orientation, or a new establishing/master shot that clearly redefines geography.

Why it matters: The audience needs to witness or understand the spatial change.

CONT-05Industry practice

Enforce the 30-degree rule for consecutive shots of the same subject.

If two consecutive shots show the same subject without a major size change, shift camera angle by at least ~30° or make the jump intentionally discontinuous.

Why it matters: Small angle changes often read as accidental jump cuts.

CONT-06Industry practice

Preserve movement screen direction through a continuous action.

A character moving screen-left-to-right should continue left-to-right after the cut until the character visibly turns, the axis resets, or geography is re-established.

Why it matters: Reversing motion vectors at a cut makes the character seem to bounce backward.

CONT-07Industry practice

Match conversational eyelines.

If A looks screen-right toward B, B’s reverse angle should normally look screen-left toward A, with compatible vertical eye height.

Why it matters: Matched eyelines preserve the illusion that characters occupy the same space.

CONT-08Industry practice

Match look-to-object geometry.

When a shot ends on a character looking at an object/location, the next reveal shot must occupy the expected direction and approximate vertical level.

Why it matters: A cut on a look works because the next shot answers the gaze.

CONT-09Industry practice

Match exit and entrance edges.

If a subject exits frame right while continuing the same path, the subject should normally enter the next connected shot from frame left and continue in the same screen direction.

Why it matters: This preserves apparent travel through space.

CONT-10

The next shot starts where the previous shot ends.

For every direct continuity cut, next-shot start state must inherit the previous shot’s end state for position, pose phase, prop state, gaze, facing, and action phase.

Why it matters: This handoff keeps a scene from restarting at every cut.

CONT-11

Track prop ownership and prop state.

Props must retain who holds them, which hand holds them, their position, orientation, and state across cuts.

Why it matters: Props that jump hands or reset between shots are among the most visible continuity errors.

CONT-12

Lock wardrobe, hair, visible damage, wetness, dirt, and accessories.

Appearance state remains unchanged within continuous time unless a scripted change occurs.

Why it matters: Audiences notice when hair, clothes, dirt or wetness change between shots of the same moment.

CONT-13

Lock environmental anchors.

Major furniture, doors, windows, practical lights, distinctive objects, and spatial anchors must not move between shots unless the story moves them.

Why it matters: Stable anchors let the audience infer geography even in close coverage.

CONT-15

Keep character count stable.

Do not add, remove, duplicate, or merge visible characters across connected shots unless entrance/exit/occlusion is accounted for.

Why it matters: A person who appears or vanishes between connected shots breaks the scene at once.

CONT-16Industry practice

Re-establish after major spatial change.

If blocking moves a subject across a major zone boundary, changes the interaction axis, or changes group arrangement, give the audience a readable spatial update.

Why it matters: Tight coverage after large unseen repositioning feels like teleportation.

CONT-18Industry practice

Classify the temporal relationship before enforcing continuity equality.

Before checking continuity across a cut, know how time moves there: continuous, a jump forward, parallel action, a flashback or flash-forward, or a new scene. Only continuous time demands an exact match.

Why it matters: A real time jump isn't a continuity mistake, and a continuous cut can't hide an unexplained change.

CONT-19

Track continuity-critical entities even while they are offscreen.

Keep track of every character and prop that matters, even while the camera can't see them.

Why it matters: Inserts and cutaways are where people otherwise jump, switch hands or change pose unseen.

SHOT-14

Continuity notes list what stays and what changes.

Each shot notes what must stay exactly the same and what changes on purpose.

Why it matters: Both matter: what has to persist, and what the story is changing.

Editing

19 principles

Why and where to cut, and how one shot hands over to the next.

CUT-01Industry practice

Every cut must have a motive.

A cut must respond to action, information, emotion, gaze, sound, rhythm, or spatial need.

Why it matters: Random angle changes feel like a montage, not a directed film.

CUT-02Industry practice

Cut on action by continuing the same action phase.

When cutting during movement, begin the next shot on the same action or slightly advanced in the motion, never reset to its beginning.

Why it matters: Movement masks the cut and creates seamless continuity.

CUT-03Industry practice

Cut on a look only when the next shot answers the look.

If a character turns or focuses attention off screen, the next shot should reveal the intended target or a deliberate reaction to that target.

Why it matters: A look creates a visual question; the cut should answer it.

CUT-04Industry practice

Use J-cuts to let the next sound arrive before the next image.

Pre-lap dialogue, sound, or ambience from the next shot when anticipation or smoothness benefits from hearing the next event first.

Why it matters: Audio can pull the viewer through a visual cut before the picture changes.

CUT-05Industry practice

Use L-cuts to let the previous sound continue over the next image.

Keep previous dialogue, ambience, or sound over the next visual when the reaction or new view should arrive before the previous audio finishes.

Why it matters: This keeps conversation and atmosphere fluid instead of making every cut feel like an audio reset.

CUT-06Industry practice

Sound bridges may connect visually discontinuous shots.

When changing location, time, or visual scale abruptly, carry a continuous or matched sound across the cut when it improves conceptual continuity.

Why it matters: Audio is often the smoothest bridge between dissimilar images.

CUT-07Industry practice

Avoid accidental same-size jump cuts.

Two consecutive shots of the same subject at the same size need at least about 30° of change in angle.

Why it matters: It reads as a missing piece of time or camera bump rather than a clean perspective change.

CUT-08Industry practice

Large size jumps require a reason.

A jump of more than two shot sizes, such as a wide shot straight to an extreme close-up, is for shock, revelation, a graphic match or deliberate compression.

Why it matters: Extreme proximity shifts can feel abrupt if the viewer has no emotional or informational reason for them.

CUT-09

Prefer readable progressions over size ping-pong.

Around a beat, move from wide to medium to close, then re-establish when the geography or the aftermath needs it.

Why it matters: It creates a controlled increase in attention instead of random scale changes.

CUT-10Industry practice

Match graphics only when the composition genuinely connects.

A graphic match should align shape, position, movement, color block, or visual silhouette between outgoing and incoming shots.

Why it matters: “Match cut” is not a label; it requires an actual perceptual correspondence.

CUT-11Industry practice

Reaction shots must have identifiable triggers.

A reaction shot must declare what action, sound, line, or reveal it reacts to.

Why it matters: Untriggered reaction inserts feel like coverage filler.

CUT-12Industry practice

Inserts and cutaways must return to a valid continuity state.

When leaving the main action for an insert/cutaway, the return shot must resume at a coherent action and state point.

Why it matters: The cutaway cannot be used to hide impossible character or prop resets.

SHOT-13Industry practice

Every shot must declare transition in and out.

Every shot says how it comes in and goes out: a hard cut, cut on action, cut on a look, J-cut, L-cut, graphic match, sound bridge, dissolve or fade.

Why it matters: Transitions are part of shot design, not an afterthought.

EDIT-01

Keep the story.

Every planned action and every spoken line stays in the film, in order.

Why it matters: An edit can tighten a film, but it must never drop the beat the audience needs.

EDIT-02

Never cut a spoken line, unless the filmmaker asks.

A cut never lands inside speech, and no spoken line is left out. Only the filmmaker can ask for a line to go.

Why it matters: A half-cut word, or a line that goes missing, is the fastest way to make an edit feel broken.

EDIT-03

Cut on the line.

When a shot ends on a spoken line, cut about half a second after the line ends, unless an action or a reaction follows it.

Why it matters: People standing around after the line is dead air.

Used byStoryFlow
EDIT-04

Silence with action in it isn't dead air.

Trim the start or end of a shot only when nothing happens in it. If someone acts after a line (lights a match, opens a lid, looks back), the action plays to its end.

Why it matters: The action after a line often carries the moment.

Used byStoryFlow
EDIT-05

Cut out mistakes and double-backs.

Remove any stretch with a visible mistake, and any moment where the camera or a person moves back and repeats a movement, keeping what comes after it.

Why it matters: A movement that repeats reads as a stutter, not as a choice.

EDIT-06

Give every piece time to read.

Every kept piece is at least about 1.2 seconds long.

Why it matters: Shorter flashes read as glitches, not cuts.

Pacing and rhythm

5 principles

How long shots last, and how a scene speeds up and breathes.

CAM-08

Use duration variation; do not give every shot the same length.

Shot durations should respond to information load, emotion, movement, and tension.

Why it matters: When every shot has the same length, the film feels mechanical.

CAM-09

Use the library’s timing ranges as starting profiles, not laws.

Default editorial timing profiles: urgency/action 1–3s; neutral dialogue/coverage 3–6s; drama/romance 5–7s; tension/awe holds 6–10s with shorter stings; final image often 6–8s or longer if earned.

Why it matters: Good timing follows the genre and the moment, not one fixed length.

CAM-10Industry practice

Build rhythm across beginning, middle, climax, and release.

Default scene rhythm: beginning gives orientation, middle varies coverage as pressure changes, climax either accelerates cuts or deliberately holds, ending gives aftermath or a strong unresolved image.

Why it matters: Rhythm should have shape rather than constant density.

CAM-11Industry practice

Tension can accelerate or hold; the system must choose one strategy.

For a tension beat, choose one strategy: speed up the cutting, or hold longer. Don't mix them at random.

Why it matters: Both are valid, but unplanned alternation produces incoherent rhythm.

CAM-12Industry practice

An oner must have internal rhythm.

Long takes should contain planned internal beats, reframes, focus shifts, blocking changes, or sound changes even though there are no cuts.

Why it matters: “No cuts” does not mean “no structure.”

Sound and timing

11 principles

Ambience, dialogue, split edits, and giving every line its time.

SHOT-11Industry practice

Plan sound for the shot and for the scene.

Plan sound for each shot and for the whole scene: the continuous ambience, the dialogue, the effects, the music, and where they overlap a cut.

Why it matters: Sound continuity should survive picture changes.

SND-01Industry practice

Carry a continuous ambience world through cuts in the same place and time.

Room tone, night insects, ventilation, rain, traffic, electrical hum, etc. should persist across picture edits unless the listening perspective changes intentionally.

Why it matters: Picture cuts feel much smoother when the acoustic world remains continuous, while close or subjective shots may legitimately use a different perspective on the same ambience.

SND-02Industry practice

Do not hard-reset dialogue audio at every visual cut.

Dialogue may flow across reaction shots and coverage changes using split edits.

Why it matters: Cutting picture and audio at exactly the same frame repeatedly makes dialogue scenes feel assembled.

SND-03Industry practice

Pre-lap the next important sound when it motivates the cut.

Let a radio crackle, knock, voice, siren, or next line begin before showing its source when anticipation benefits.

Why it matters: Sound can create the reason for the camera to cut.

SND-04Industry practice

Let previous dialogue continue over the listener when the reaction matters.

Use an L-cut to show the listener before the speaker finishes when the scene’s meaning is in the reaction.

Why it matters: This converts dialogue into interaction instead of alternating talking-head coverage.

SND-05Industry practice

Match action sound to the exact action phase.

Prop and body sounds must occur at the visual event they belong to and remain continuous across match-on-action cuts.

Why it matters: Off-sync action makes continuity errors more noticeable.

SND-06Industry practice

Use sound perspective changes deliberately.

A CU of a radio may emphasize hiss or speaker distortion, but the underlying room bed should not disappear unless subjective sound is intended.

Why it matters: Shot size can change listening perspective without changing location.

SND-07

Preserve audio handles around cuts.

Keep extra sound before and after each cut whenever you can.

Why it matters: J-cuts, L-cuts, and sound bridges require overlap material.

SND-08Industry practice

Make editorial duration feasible for dialogue and action.

A shot cannot be shorter than the dialogue/action it is expected to contain unless that material legitimately continues across a split edit.

Why it matters: A mathematically valid shot list can still be impossible to edit if six seconds of speech are assigned to a three-second visual with no J/L-cut plan.

TIME-01

Give every line its time.

Plan about 2.2 spoken words a second, with a beat before the first word and after the last, so no line is cut off mid-sentence.

Why it matters: A shot shorter than its dialogue cuts the actor off, and the audience notices at once.

TIME-02

Leave time for the action after a line.

When someone acts after speaking (steps forward, opens a lid, runs off), the shot gets about 2.5 more seconds for it. Talk, looks and small reactions don't add time.

Why it matters: The moment after a line is often where the story lands.

First and last shots

7 principles

How a film opens, and how it lands.

OPEN-01

The first shot of the film defaults to an establishing image.

Shot 1 should orient the audience to the story world, location, spatial situation, or a deliberately chosen establishing detail.

Why it matters: The first image places the audience in the story world before the film moves closer.

OPEN-02Industry practice

A new scene must either establish geography or inherit it.

Each new scene either shows where we are, or clearly continues from the place we just saw.

Why it matters: Not every scene needs a redundant exterior wide, but the viewer must know where the action is.

OPEN-03Industry practice

Opening image should encode tone as well as place.

The opening shot should specify at least one tonal visual variable: light, weather, stillness/motion, density, color contrast, or spatial isolation.

Why it matters: Establishing shots can orient and set expectation simultaneously.

END-01Industry practice

The final shot must show the final state, not merely stop coverage.

End on a meaningful changed condition, image, action, relationship, unanswered question, or aftermath.

Why it matters: A film feels finished when the last image is a consequence of what happened.

END-02

Give the final image enough time to register.

Hold the final image for about 6–8 seconds, longer or shorter for the genre and the content.

Why it matters: The last image should land emotionally instead of being cut away as soon as the action finishes.

END-03Industry practice

A final image may echo or invert the opening image.

When appropriate, use visual or spatial bookending to show what changed.

Why it matters: Opening/final-image contrast is a strong way to make transformation visible.

END-04

Do not introduce unexplained continuity changes solely to make the final shot “cool.”

Final image continuity is subject to the same prop, wardrobe, screen-direction, location, and lighting rules as the rest of the scene.

Why it matters: A strong composition cannot compensate for a broken world state.

Genre style

7 style sheets

The look, the camera and the shot lengths of seven genres.

Horror

  • Negative space and partial reveals; keep threats obscured until the climax
  • Creeping push-ins and slow zooms; abrupt shifts for scares
  • Emotional anchors held close (eyes, hands, breath)
  • Dutch and low angles for unease; darkness to sudden overexposure
  • Shot lengths: tension holds 6–10s with 1–2s stings, reactions 3–5s

Thriller

  • Unstable compositions and dutch angles for paranoia
  • Tight close-ups of characters under pressure; rapid cutting in action
  • Shadows and silhouettes; over-the-shoulder for a surveillance feel; handheld for immediacy
  • Shot lengths: suspense holds 6–10s, spikes 1–3s, coverage 3–6s

Drama

  • Emotional close-ups (eyes, faces, hands); slow, deliberate movement
  • Rule-of-thirds, grounded compositions; natural light
  • Long takes that let emotion breathe; medium shots for interactions
  • Shot lengths: coverage 4–7s, emotional holds 7–10s, inserts 2–4s

Action

  • Fast cutting between wide and close; clear geography in fights and chases
  • Tracking, crane and handheld movement; low angles for power, high for vulnerability
  • Impact frames and motion for kinetic energy
  • Shot lengths: spikes 1–3s, coverage 2–4s, orientation 4–6s

Comedy

  • Bright, even light; eye-level or slightly high angles
  • Clear framing for physical comedy; medium shots for interactions
  • Cuts timed to comedic beats; holds for reactions
  • Shot lengths: gags 2–4s, reaction holds 3–5s

Sci-Fi

  • Varied pacing: 2s tech inserts next to 10–12s epic reveals
  • Wide establishing shots for scale; negative space for isolation
  • Cool palettes, symmetrical clinical compositions, practical high-tech light
  • Slow movement for wonder, quick cuts for tension
  • Shot lengths: inserts 2–3s, coverage 4–6s, reveals 8–12s

Romance

  • Soft, warm light; golden hour where possible
  • Close-ups for intimacy; over-the-shoulder for connection
  • Shallow depth of field; slow, gentle camera movement
  • Shot lengths: coverage 4–7s, intimate holds 6–10s

Poster design

2 principles · 8 style sheets

Palette, type, imagery and layout for eight genres, and the thumbnail test.

POST-01

The title must read as a thumbnail.

Shrink the poster to a 150-pixel-wide phone thumbnail: the title letters must still be at least 9 pixels tall, and the title and tagline need a contrast of at least 3:1 with the art behind them.

Why it matters: Most people first meet a poster as a small tile on a phone or a festival site.

POST-02

Start from a classic layout.

Every poster starts from one of five proven layouts: one big face, a silhouette, floating heads, a hero in action, or type only.

Why it matters: A familiar layout tells the audience the kind of film at a glance.

Action

  • Palette: Dominant red with an orange-and-teal grade: warm orange skin tones against teal shadows and sky
  • Type: Bold, condensed, gritty, italic for motion
  • Imagery: Dynamic pose, motion blur, explosions, sparks and debris, dramatic low angle
  • Layout: A hero in action

Comedy

  • Palette: Bright, optimistic, high-saturation colors with a clean light background
  • Type: Big, bold, playful, often red
  • Imagery: Expressive photography, exaggerated facial expressions, bright even lighting
  • Layout: Floating heads

Horror

  • Palette: Dark, desaturated, crushed high-contrast blacks with a single sickly accent
  • Type: Distressed or jagged display type
  • Imagery: Deep shadow, negative space, a mysterious object hinting at the plot, something half-seen in the dark
  • Layout: A silhouette

Sci-Fi

  • Palette: Inky blacks and deep blues with neon cyan and magenta accents
  • Type: Clean, minimalist sans-serif with an ambient glow
  • Imagery: Space or galaxy backdrop, robotic or high-tech motifs, volumetric light beams
  • Layout: A silhouette

Drama

  • Palette: Muted, naturalistic tones with soft window light
  • Type: Formal serif
  • Imagery: A single emotional portrait, minimal clutter, shallow depth of field
  • Layout: One big face

Period

  • Palette: Sepia and muted earth tones, aged film look
  • Type: Traditional, formal serif
  • Imagery: Costume and setting-accurate period detail, candle or daylight, painterly composition
  • Layout: One big face

Romance

  • Palette: Soft warm pastels, golden-hour glow
  • Type: Elegant script
  • Imagery: Two figures close together, soft backlight, shallow depth of field
  • Layout: One big face

Thriller

  • Palette: Cold blues and steel greys with sharp shadow contrast
  • Type: Clean, tight sans-serif, sometimes stenciled
  • Imagery: A silhouette, negative space, a single ominous object
  • Layout: A silhouette

Further reading

Standard industry practice that our rules draw on, written up well elsewhere.