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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.

  1. 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.

  2. 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.

  3. 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.

  4. 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).

  5. 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.

  6. 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.

  7. 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).

  8. 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.

  9. 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).

  10. 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

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