Cinematography

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

looking room →avoid dead center by default

Shot size ladder

Extreme wide

EWS

Tiny figure in large world

Use: Establish geography, isolation

Light: Practicals and sky often dominate exposure

Wide

WS

Full body + environment

Use: Blocking, wardrobe, place

Light: Show motivated sources in frame

Medium

MS

Waist or thighs up

Use: Default dialogue / action read

Light: Key direction must read on torso + face

Medium close-up

MCU

Chest up

Use: Emotion + face identity

Light: Catchlights and fill ratio critical

Close-up

CU

Face fills frame

Use: Identity lock check, emotion peak

Light: Soft/hard quality very visible

Extreme close-up

ECU

Eyes, hands, prop detail

Use: Motif, tension, prop lock

Light: Tiny sources; texture grain matters

basics

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