The Master Guide / 15 Genres · Rules for every genre
Rules for every genre
Ten rules hold in every genre. The table under them gives each genre's choices at a glance.
Ten rules hold in every genre. The table under them gives each genre's choices at a glance.
Each genre's page is short on purpose: the methods it uses are taught in their own chapters, and the page points to them.
One department choice the category's usual ad would not make [proven]. Every visible element is a decision the treatment made, never a default. Write that choice into the treatment's department pages. Juries mark down flawless craft that could have come from any decade, and they reject decorative or formula elements.
Timing is designed inside the shot [proven]. Comedy pauses, horror holds, sport slow motion and luxury push-ins are planned in the shot, each hold made 0.5–1 s longer than its target so the edit can trim to the best moment. The edit may also trim, retime and ramp, always declared.
Every movement has a named physical cause [proven]. Hair moves because of a named wind, hand or head turn. Light moves because a named source moves, and liquid because of a named pour. On a real set each of these is rigged.
Plan every format from the start. Top directors frame for 16:9, 1:1 and 9:16 while boarding, and re-stage when one frame can't serve all (see Graphics, captions, versions and delivery → Versions).
Mixed genres are normal. A hair mask can be sold with comedy, a truck with horror. Write the mix as two lines in the treatment: the register (the genre that sets performance, edit and sound) and the product treatment (the genre that sets the hero shots). Then use this chapter's page for each.
The camera moves by default; a held frame is a named choice [proven].
A held frame, locked or breathing, suits reaction close-ups, reveals, comedy staged in the wide, effects plates, long takes and observational beats, and it always keeps life inside the frame (see Camera and lens → Named locks and breathing frames).
The motion standard (decided): every shot stunning and dynamic next to the treatment, the anchors and the plan, with camera, acting, body, hair, hands, face, the product's texture and light moving together; each shot distinct in acting and camera, yet fitting the rest. A slow or static camera where the plan wants motion fails, whatever else holds. A named lock is judged as a lock, with the talent and the place still alive.
Speaking shots move too: gentle movement by default, a locked camera only where you choose it for that shot. During the words the camera breathes or pushes very slowly, with bigger moves before or after the line (decided; see Speaking shots and lip sync → The camera during speech).
Every change of size comes from moving the camera, never a zoom, because the models hold one lens per shot.
Slow motion is designed for a reason, in the shot. Real time and slow motion never share one shot (see Video with Seedance → Slow motion and speed ramps).
Light effects are a look choice. Flare, halation, glow and grain are chosen in the treatment with a physical cause, or added in finishing (see The grade and texture → Texture once). Decorative glow on skin or product reads cheap. Practicals glow because they are sources.
Text is split by where it lives. Words physically on the product or a prop belong to the product. Supers, claims, prices, legal lines, screen interfaces and the end-card wordmark are graphics built in code (see Graphics, captions, versions and delivery → Graphics built in code).
The usual AI defaults are avoided unless the treatment chose them [best available, not yet validated]. The list, and the rule that the client's product is always pristine, are in Making it feel real → The usual AI defaults to avoid.
The quick-look matrix
Each row is a short form of that genre's page in this chapter.
Genre | Casting and performance | Camera | Light | Edit | Sound | Product hero | Watch for in your takes |
Comedy and dialogue | Faces that read before they speak; played straight | Wide or medium, cause and reaction in one frame; reveal moves; pushes into mundane reactions | Plain, readable; parody copies its genre | Fast setup, held payoff, a button (one unexpected last beat) | Real sound, silence, timed effects; music sparing | Resolves the pain; packshot reads first | Over-smiling; holds too short or frozen |
Emotional and human | Real or naturalistic people doing simple tasks | Close handheld that travels with the person | Natural, one source, slightly under, grain | Slower; silence held; release at the end | Restrained score | Late and small | Glassy stares; drift that renders as a still |
Luxury and beauty | Underplayed face; body, hands and hair in motion | Smooth, continuous, always travelling | Big soft high sources; moving light; shaped speculars | Few cuts; each move completes; through texture | Intimate score; designed product sounds | Metaphor, macro texture, label sweep | Plastic skin; random or frozen hair; moves too small |
Food and drink | Hands, or people secondary to the food | Motion control, macro, unusual moves | Per surface; backlit liquids | Real time plus slow-motion hero events | Pour, fizz, crunch, sizzle | One perfectly timed event | Rubbery liquids; too clean; static macro |
Automotive and tech | The driver sells the car; deadpan for tech | Front three-quarter; height and lens tried; speed relative to the car | Light the reflections | Ruthless; two shots tell what one can't | Real engine; sound as the tech story | Front three-quarter, clean lines | Mirrored badges; random chrome; wrong end leading |
Action and sport | Athletes doing what they do best; effort visible | Observed or embedded; raw handheld; point-of-view (POV) shots | Available, gritty | Purposeful; one peak | Effort and impact; never sentimental | Product in real use at the peak | Slowed action; extra limbs or people |
Horror and thriller | Brand-designed threats, partly real | Creeps that travel; shaky build-ups; claustrophobic | Low key, day-for-night, a palette per sequence | Quiet before scares; volume arcs | Bespoke sound; motifs; a sound per place | Product as hero of the scare | Exposure drift; frozen faces; creeps that render still |
Stylised | Archetypes redrawn in the director's hand | Complex angles blocked in 3D first | No proven source yet (a craft gap) | The animatic is the edit | Native narrator; a Suno score | Product as metaphor in the medium | Flat characters pushed to volume; style drift |
Motion-graphics-led | Usually none | Virtual camera through graphic space | Designed, flat or 3D-lit | The motion is the edit | Dedicated sound design | Interface or object animated as hero | Generated text; layers off the beat |
The food light cell and the horror camera, light and sound cells come from options: they apply only when the plan names that option for the film.
Sources
Award juries' published criteria.
Ali Ali, 2025 Cannes Lions Film Craft jury president (LBB).
Dated award exemplars per genre are in References → Award exemplars per genre.
