Composition & framing
Shot size, thirds, eyeline, depth, and how to write framing into shot lists and Imagine packets — the partner to lighting basics.
Thirds grid (mental model)
Place eyes on upper intersections · leave looking room
eye / interest
Shot size ladder
Extreme wide
EWSTiny figure in large world
Use: Establish geography, isolation
Light: Practicals and sky often dominate exposure
Wide
WSFull body + environment
Use: Blocking, wardrobe, place
Light: Show motivated sources in frame
Medium
MSWaist or thighs up
Use: Default dialogue / action read
Light: Key direction must read on torso + face
Medium close-up
MCUChest up
Use: Emotion + face identity
Light: Catchlights and fill ratio critical
Close-up
CUFace fills frame
Use: Identity lock check, emotion peak
Light: Soft/hard quality very visible
Extreme close-up
ECUEyes, hands, prop detail
Use: Motif, tension, prop lock
Light: Tiny sources; texture grain matters
Shot size
How much of the subject is in frame.
Extreme wide (geography), wide (body + place), medium (waist-up), medium close (chest-up), close-up (face), extreme close (eyes/detail). Size sets intimacy and information.
Rule
Change size for meaning — not randomly between matching coverage.
Studio tip
Shot list “framing” field should name size + height (e.g. medium · eye-level).
Framing recipes
Copy the packet line into Prompt lab or a shot list notes field.
Hero on the third
Confident, cinematic default
Framing
MCU or MS · eye-level · subject on left or right third
Lens feel
35–50mm equivalent
Subject
Eyes on upper third · looking room
Background
Depth layers, not busy patterns through the face
When
Character plates, posters, DNA checks
Packet line
Medium close-up, eye-level, subject on left third, looking room right, 50mm shallow DOF
Cheat sheet
Copy into notes or chat
COMPOSITION CHEAT (Studio Academy) 1. Shot size — EWS → WS → MS → MCU → CU → ECU 2. Height — eye-level neutral · low = power · high = vulnerability 3. Thirds — eyes on upper third · looking room in gaze direction 4. Lead room — space where they look / move 5. Depth — FG / MG / BG layers 6. Lines — one dominant system; dutch sparingly 7. 180° — keep screen direction for multi-shot sets 8. Prompt — size + height + placement + lens 9. Continuity — recap framing on extends Shot list framing field = size · height DoP format line = aspect / lens set