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The Master Guide / 05 Planning, budgets and takes · The plan

The rules for each shot

Each shot in your shot plan follows the research default, with named exceptions written where they apply.

Each shot in your shot plan follows the research default, with named exceptions written where they apply.

The rules

  • Keep one world per shot. Look, light, hair, product and time of day hold inside the shot; changes happen across a cut. A change of world inside one generation is a treatment choice only (a designed match cut or transition, or the change-of-view frames), with a fallback real cut written in the plan.

  • Hold the world rules in every shot. Mark the shot where a rule breaks "break" in Director notes (see Writing the treatment → World rules and the planned break).

  • Design one camera move with a dose [proven]. Write its type, direction and rig; a dose ("a slow push of 1 m over 6 s"); its trigger; where it starts and lands, each as one composition clause (subject placement, foreground, what each edge cuts); and its dramatic job. A second move is a cut. The plan writes the decision, not the prompt (see Camera and lens → The camera dose).

  • Write one eyeline line per character whose eyes read [proven] for the craft: the side of the lens, the target, the height, and how tight. Matched singles look to opposite sides of the lens for the whole exchange (see Performance → The eyeline).

  • Name each locked frame as an exception [proven], in the camera column: LOCKED (named exception: reaction close-up | reveal | comedy staged in the wide | VFX or live plate | long take | observational beat), where VFX means visual effects. Write the life inside the frame (a small new event every 1–2 s) and the live environment.

  • Meet the motion standard (decided; its home is Video with Seedance → Take selection and review): 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.

  • Keep every speaking shot gently moving (decided), Arabic included. During the words the camera breathes or pushes very slowly, written large enough to show. Bigger moves go before or after the line, inside the lip-sync limits: the face within about 45° of the lens, the head readable, no whip. Lock the camera only where you choose it for that shot, written LOCKED (named exception: director's choice, {reason}). Plan a scene with touch between two speakers as a silent master shot plus speaking shots at real cuts (see Speaking shots and lip sync → The camera during speech).

  • Name the reference for the bar: each scene names, in Director notes, the award reference its frames and takes are compared with (see The quality bar → The reference bar).

  • Fix the location and keep the motion live (decided): the set never morphs, and the talent stays animated in every shot, locked shots included. The Location cell names each shot's background motions: 2–4 natural ones (traffic, crowds, water, lights) outdoors or wherever the place has them, 0–1 in a quiet room. Check every take for a frozen background. Give each visible extra one task of their own (see Making it feel real → The place stays alive).

  • Keep real time by default. Design slow motion inside the shot, and never let it share a shot with real time. Declare edit retimes in the cut list.

  • End each shot for its planned cut (decided): moving through the last frame when the edit cuts on motion; settling when it cuts after a line or a packshot. A scene's last shot lands on its "ends when" image.

  • Stay inside the limits per generation: at most three acting characters unless a staging map drives the staging; at most two hand roles per shot; contact that must read gets its own insert.

  • Join into the next shot with one of the four default joins [proven]:

    1. a hard cut to a clearly new size and angle;

    2. a transition made by a camera move inside a shot;

    3. a transition built inside one multi-shot generation;

    4. a cut on action or shape that still works as a plain cut if the match is imperfect.

  • Plan other joins only where the treatment asks (a match cut, a hidden cut, an empty-frame beat, an extension, a generated-to-live join), each with a fallback real cut written in the plan.

  • Never answer "smoother transitions" with frame-matched bridge clips.

  • The in-between fill (decided) is the one exception to that rule: a generated middle that joins two approved ends of one continuous shot, with nothing outside the gap touched. Plan it only when the film's core idea is one continuous shot, approved in the treatment. Check both seams at full size, every frame on either side, and read the fill's price before you use it (see Planning, budgets and takes → Costs and the estimate; the method is in Video with Seedance → Joins, endings, extension and the video edit).

Restraint words in a shot's text return stills, and a sparse prompt with references comes back stiff: write the move with its dose, and name every beat.

The shot list's columns

The columns run in this order, one row per shot. Arabic and English never share a cell.

Column

Holds

Scene / shot / window

Scene, shot number, window in seconds and frames, length, in one form: Sc3 · S05 · 12.0–17.0 s · fr 288–408 · 5.0 s

VO (voiceover) / dialogue

The exact line in «…», the speaker, where it falls; an English gloss in its own cell, marked "meaning, not spoken"

Visual description

Visible action and expression, counts, start and end state, whether a face reads, each reaction's type and latency, the key reaction's pair

Location / props / lighting

The place, props, light and the named background motions

Camera movement / lens / frame

Size, angle, height and distance, lens in degrees, the move with dose and trigger, start and landing, screen side, eyelines; or the named lock

AI reference notes

The asset IDs the shot needs; the storyboard frame for intent only, never attached

Director notes

Your note, the reference for the bar, "break", the "ends when"

Purpose

The one line of what the viewer learns or feels

Wardrobe look and product state

The character's wardrobe look and the product's state in this shot; read down the column, they run in story order

On screen (reading time)

Each on-screen line in the shot, with the reading time it needs

Into the next

The join to the next shot: one of the four default joins, or a planned join with its fallback cut

Sound

The shot's own sound: a source in frame, what starts or stops ("ring tone in frame, cutlery stops")

Edit and graphics

Each declared effect or graphic and when it enters ("retime 0.8× from 2.0 s: rough cut"; "end line: placeholder in the rough cut, designed in finishing")

Shot type

AI live-action, product macro, packshot (build), motion-graphics shot, or graphics over picture, plus a "speaking" flag

Takes

Links to the shot's entries in your take log (see Planning, budgets and takes → Your take log), and the keeper with its in- and out-points

The plan's standard

The plan is internal, so its standard is yours to hold. Solid is the minimum.

Fails

Solid (the minimum)

Award-level

Breakdown

Beats missing or added; windows that don't add up; a shot doing nothing

Every beat has a shot with a purpose; the windows add up exactly; the brief's core elements untouched; both options recorded for every scene

Nothing could be cut; any change of length is written down with its cause and a shorter route, and you decide it

Motion

Shots written as poses; a camera word with no dose; a new move for every beat, so the camera stops and restarts

One dosed move or a named lock per shot; one main action; endings that fit the planned cut

Each shot's camera and acting are a distinct choice that carries the idea

Joins

Bridge clips or matched end frames with no fallback

The default joins; other joins only where the treatment asks, each with a fallback cut

Transitions read as designed and still work as plain cuts

Method and continuity

A readable face or product left to chance; wardrobe looks and states not planned

A method for every generation, with its reason; wardrobe looks and states in story order

Risky shots listed with their method and fallback before any spend

Text, sound and versions

Supers as generated pixels; no sound planned per shot; ratios decided late

Text built in code with its reading time; each shot's sound planned; native ratios; the estimate with an expected figure and a ceiling

Music, camera and text share one rhythm, planned in frames

Sources

  • Higgsfield Academy (courses) (dialogue splits); JOEY, @joeysnoisygroup (project), and Tigran Mutafyan of Higgsfield's studio (staging maps).

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