Describing Sight and Sound

2

Writing a script, simply put, involves describing what the eye sees through the camera lens and what the ear hears on the audio track. This is where we should start. It sounds easy enough. The problem, as we found out in the previous chapter, is knowing what to leave out. When you try to write a script for the first time, you usually end up describing too much, or not thinking concretely about what is seen within the frame. You must describe the essential visual event that happens in front of the camera, but without preempting the basic production responsibilities of the director. Describing what the camera sees means understanding the basic technique of shooting and what separates one shot from another. To communicate your intentions (and a script is nothing but a set of intentions that others must make concrete), you must let go of some habits that have been drilled into you for writing expository prose. Other habits must take their place.

Describing Time and Place

Consider this example. Look out of the window and describe what you see. First write it as prose. It might go something like this:

It was a drizzly fall day. Leaves had collected in the gutters and created wet skid traps on the asphalt. The wind was stripping the last few leaves clinging to the branches. A car went past with a screaming fan belt. A jogger slapped through the soggy leaves exhaling rhythmic puffs of vapor and disappeared around the corner. The phone rang. Alessandra turned to answer it. Tears made rivulets in her makeup.

This is descriptive prose for an essay or a novel, not Hemingway, but the problem is similar. The events are brought together as an assembly of impressions without reference to order in time or place. To describe a scene is not the same as visualizing the sequence of images on a screen and then describing it so that a production crew can make it. The camera is like a robot. It sees only what it is in front of it. Anything not in front of it cannot be admitted to the description of the scene. What the camera sees is always in the present. Cinematography and videography record in the present–now. Therefore, the description of what the camera sees is always in the present tense—always.

Human vision scans a scene. The eyes move, the head moves, and the angle of acceptance of the human eye is very wide. Most important of all, the eye is connected to a brain that selects and interprets the visual information delivered by the optical nerve. The brain can assemble and arrange impressions in any number of ways. A camera interposes an artificial eye between the scene and the eye of the audience. That is what makes the medium an art. The audience only gets to see what the camera lens frames, which issue from the scripted scene. The artificial image on an emulsion (film) or an electronic scanning (lines, pixels) are visual experiences separate from reality, just like an artist’s canvas is a visual experience apart from the reality that inspires it.

So let’s take the same scene and explore how it would work to write it as a script. Always ask the question: what does the camera see? This means thinking about where the camera will be physically set up and in which specific direction it will point. The camera always expresses a point of view. Therefore, you must use it. The director has the final decision about these matters. You describe the possibilities.

Your first decision as a scriptwriter is to imagine whether we see the scene from the interior looking out or whether we play the scene as an exterior. You express this with an abbreviation: INT. (interior) or EXT. (exterior). The director, the camera crew, and anyone working on the shoot know the practical implications of this abbreviation.

The next piece of essential information is to describe where the action is taking place. This can be a word or two, such as STREET or LIVING ROOM. Next you have to decide what time it is, day or night. Again this has implications for lighting and production. You write: DAY or NIGHT. Occasionally, you can specify a particular time such as dawn or sunset.

We now have three critical pieces of information necessary to every scene in a script that tell a production crew a great deal about what they have to do and what they have to plan for. These three pieces of information are arranged in a well-recognized sequence called a slug line, e.g.:

INT. LIVING ROOM DAY

Describing Action

So far so good! Your next job is to describe some action or object or person that you want to be seen within the camera frame. Now you need to think about how large or how small this frame is and about what is in the foreground and background.

The description could go like this:

INT. LIVING ROOM DAY

We see a figure in silhouette against a window. Through the window a suburban street is visible with trees. The leaves are falling. It is windy and raining. A car drives past. It has a screaming fan belt. A jogger runs past. His breath is visible. A telephone rings. The figure turns toward camera, and we see tears on her face.

This could be enough. What has changed from the written prose we looked at earlier? The description is in the present tense. Descriptions of action in scripts are always in the present tense as if we are seeing everything in front of us right now playing on a movie or TV screen. Another difference is that most descriptive adjectives and poetic embellishments are removed. We reduce the description to simple, short statements of action. Sometimes, it is permissible to write in incomplete sentence fragments that would usually get red ink corrections in composition classes. Try this:

INT. LIVING ROOM DAY

LS with figure in silhouette in foreground against a window. In background through the window a suburban street with trees. Leaves are falling. It is windy and raining. A car up and past. SFX a screaming fan belt. A jogger runs past. His breath is visible. SFX telephone ring. The figure turns. We see ALESSANDRA’s face in CU, tears running down her face.

This is probably enough. It could be shot as one shot by racking focus (see definition below), or it could be broken down into two different shots, one interior and one exterior. Also, specifying a CU (see definition below) or deciding what size of shot should frame the figure is optional.

Try another version with an exterior:

EXT. STREET DAY

LOW ANGLE of a woman at a window. REVERSE ANGLE of the street–leaves are falling. It is windy and raining. A car up and past. SFX a screaming fan belt. A jogger runs past. We see the steam of his breath. The figure turns away from the window.

Now we have to visualize a different shot, which involves a different camera setup. So the scene has to be written as two separate shots that have to be produced separately. Even a script written the first way might inspire a director to cover the scene with an exterior and an interior. In fact, a director might shoot close-ups of the runner, or cutaways of the leaves, or a long shot of the window, none of which are specifically written into the script.

INT. LIVING ROOM DAY

The street scene of the previous shot in the background. The phone rings. ALESSANDRA, in silhouette against awindow, turns to the camera and reveals a tear-stainedface. She answers the phone.

Deciding which way to play the scene is a writer’s prerogative. The scriptwriter is all powerful for the moment. In reality, once the script is turned over to production, the writer’s power wanes, as we learned in the last chapter, and the director assumes control. The interior version is cheaper to produce because it involves only one setup. The interior/exterior combination is visually more interesting and introduces more dramatic complexity. It takes more time to do two setups and, therefore, more money.

Describing the Camera Frame or the Shot

You may have picked up other features of scriptwriting style in these examples. CHARACTER NAMES and CAMERA ANGLES are usually typed in uppercase. Most important of all is the specialized language that describes the way a lens produces an image, often written as an abbreviation, such as CU. This is not a book about production. Therefore, we do not want to go into camera work in an exhaustive way. However, the following commonly used terms and abbreviations—and their meanings—must become part of your working vocabulary. The DVD provides an interactive glossary of live-action video or stills to illustrate every type of shot.

Camera Shots

VLS

Very Long Shot. There is no precise definition about what is very long, other than that it should include the whole human figure from head to foot, all of the action, and a good view of the background.

LS

Long shot. A long shot should include the whole human figure from head to foot so that this figure (or figures if more than one) is featured rather than the background.

MS

Medium Shot. A medium shot, like all of these shots, is defined with reference to the inclusion or exclusion of parts of the human body. So a medium shot is usually just below the waist. Keeping the hands in is one way to visualize the shot. It is definitely well above the knees.

CU

A Close-Up frames the head and shoulders leaving head room above the head. A close-up captures facial expression or the detailed characteristics of an inanimate object.

TWO SHOT

Although this is not an abbreviation, it is a common term that describes two people in close-up or medium shot. The wide-screen format (2.75:1 ratio) of the movie screen and the new HDTV format (16:9 ratio) for television make good use of this frame.

BCU or ECU

A Big Close-Up or Extreme Close-Up frames the head so that the top of frame clips the forehead or hairline and the bottom of the frame clips the neck.

WIDE ANGLE

This term is somewhat loose. It generally means a long shot or an establishing shot that shows the whole scene. It refers to a shorter focal length lens.

OVER-THE-SHOULDER

This shot, as the name implies, frames two figures so that one is partially in the frame in a quarter back view to one side while the other is featured in a three-quarter front view. This shot is usually matched to a reverse angle of the same figures so that the values are reversed.

REVERSE ANGLE

A Reverse Angle is one of a typical pairing of two matched shots with converging eyelines. They can be Medium Shots, Close-Ups, or over-the-shoulder shots and are shot from two separate camera set ups.

LOW ANGLE

A Low Angle means pointing the camera lens up at the subject, whether an object or a person.

HIGH ANGLE

A High Angle means pointing the camera lens down at the subject, whether an object or a person.

RACK FOCUS

Racking Focus, also known as pulling focus, refers to a deliberate change of focus executed by twisting the focus ring on the barrel of a lens during the shot. This technique is typically used to shift attention from one character to another when they are speaking and the depth-of-field is insufficient to hold both in focus at the same time. It is commonly used in television drama and movies.

Although you should know these terms, and although they will be needed from time to time to convey what your vision is, you should be careful not to pepper your script with minute camera directions. Too much directing of the script by trying to choose camera frames clutters up the script and encumbers the director. The director has to make a decision based on the real scene in front of the camera on the day of shooting. I have shot many of my own scripts and had to abandon visions of how it was supposed to be because the lens would not accommodate the idea. The performance of lenses is governed by the laws of optics, which limit what they can do. The principal limitation is in the way foreground and background can be contained in focus in what is called the depth-of-field. This could be a weakness of the interior version discussed earlier. The figure and the exterior scene will not both be in focus. As the figure turns, the camera crew will have to rack focus to feature the face. All of these problems of execution are the province of the director and his crew. A rule of thumb might be to give a camera direction only when it is indispensable to the visual idea on which your scene rests. Otherwise, leave it to the common sense of the director.

Describing Camera Movement

You need to learn the terms that describe camera movements. Camera movements change the size or perspective of a frame, the angle of view, or a combination of these. (See the DVD for live-action video of each camera movement.)

PAN

Pan stands for panorama. It is the most common movement of the camera. A pan can move from left to right or vice versa, sweeping across a scene to give a panoramic view. The most common use of this camera movement is to follow action while the camera platform remains stationary.

TILT

A tilt is a movement of the camera platform to angle up or angle down in a continuous movement along a vertical axis. It is useful for following movement. Panning and tilting are often combined in one movement to follow motion in two dimensions.

TRACK

A track refers to the continuous movement of the camera platform in one direction, usually alongside a moving figure. This is accomplished by putting the camera on a dolly that runs on tracks or by hand holding the camera while walking alongside the action. Professionals almost always use a gyroscopic Steadycam mount. This enables the camera operator to maintain a constant frame around a moving object or person. The camera platform can also be mounted on a vehicle or any other moving object. Tracking was an early innovation in camera movement in silent movie days.

DOLLY

A dolly shot is similar to a tracking shot in that the camera platform moves, but it moves toward or away from the subject so that the frame size gets larger or smaller. A similar but different effect is obtained with a zoom lens.

ZOOM

A zoom is an optical effect created by changing the focal length during a shot with a specially designed lens that has a variable focal length. The effect makes the frame larger or smaller like a dolly shot. The important difference is that a dolly shot maintains the focal length and depth of field throughout as the camera moves nearer or farther away. The zoom uses an optical effect without moving the camera to change from a wide angle lens to a telephoto lens so thatit appears to the viewer that the subject is closer or farther away. The depth of field will change as the focal length changes.

CRANE

A crane shot is made by raising or lowering a camera platform usually with a crane or boom. It can also be achieved with a helicopter-mounted camera at great expense. In a low-budget production, a smaller scale crane effect can be done by bending and straightening the knees while hand holding the camera.

Describing Graphics and Effects

In contemporary television and video, a significant proportion of program content, especially commercials, is generated by computer imaging software output to video. This includes titles, 2-D and 3-D animation, and computer-generated optical effects that produce layers of video. Graphics and live action can be combined to create almost anything imaginable, including images that defy logic and natural laws. Metallic insects, hybrid creatures, science fiction worlds, a face metamorphosing into a different face or object (known as morphing)—all of these images are created without using a lens or light-sensitive medium to record a real-world scene. Therefore, the slug line has no meaning when describing a computer-generated graphic. A useful convention to adopt in place of the slug line is a heading: GRAPHICS. This graphics slug line announces to all production people that this scene does not have to be shot but must be scheduled for postproduction by the editor or by a graphic artist.

If you need a graphic image or graphic animation in your script, you need to describe it as you see it. If it is a 3-D animation, you can resort to the conventional frame descriptions to visualize the scene. For example:

CU spaceship, seen from a low angle, looms overhead filling the screen.

A title is created either in a character generator or as part of computer graphic imaging. It is created in postproduction and needs to be identified by another slug line separate from a shot or a scene. You can indicate this by a simple slug: TITLE or CG.

Describing Transitions Between Shots

Transitions between shots are predominantly decided by the director and the editor. Although all scripts begin with FADE IN FROM BLACK, and often designate a DISSOLVE or a MIX in place of a CUT, it would be inappropriate for a writer to try to pin down the director or editor at every transition between scenes. As with other camera directions, sparing use for specific cinematic reasons will command attention, whereas constant use will irritate postproduction people who will probably ignore them. Let’s take a look at the terminology used to describe transitions between scenes. (See DVD.)

CUT

The most basic and indispensable transition on which modern visual editing relies is the cut. In the early days of film, movies were short, sometimes consisting of one shot that lasted for a few minutes. Modern motion picture editing was born when directors shot more than one angle so that the rhythm and pace of a scene could be controlled in the way shots were edited. Some scriptwriters write in a transition in uppercase at the end of every scene: CUT TO. Some scripts are written with the understanding that any transition is automatically a cut unless some other transition is specified. D. W. Griffith, the silent film director, is usually credited with the invention of editing innovations based on cutting shots together that are still in use today—cutting to a close-up for emphasis and cutting away to a detail of a scene, which is out of continuity.

CUTAWAY

A cutaway is a shot of some detail within the scene, something like a clock or a telephone that is not part of the continuity of action, or a cutaway of, say, the feet of a runner. An editor can cut away to it without concern for its match to the previous or the following shot. Experienced directors always shoot plenty of cutaways to solve continuity problems in the editing phase. For the writer, the use of the cutaway would be to emphasize the dramatic or narrative importance of an object. As mentioned in Chapter 1, the classic western High Noon, scripted by Carl Foreman, cuts away to the clock as a dramatic device to increase tension for the audience because the bad guy released from the state penitentiary is arriving on the noon train to take revenge on the marshal who put him away. This cutaway could be written in by the scriptwriter. Some cutaways, however, are created by directors and editors.

DISSOLVE/MIX TO

In film production, anything other than a cut has to be created in the optical printer from A and B roll offsets. The editor marks up the film so that the lab technician can move the printer from the outgoing shot on the A roll to the incoming shot on the B roll. In video, the mix is made with a fader bar that diminishes input from one video source as a second is added. In video, the term MIX TO is preferred.

SUPER

In the middle of a dissolve when 50 percent of the printer light or video source comes from each picture, a temporary effect called a superimposition is produced. This effect is now created digitally within nonlinear editors. A superimposition is simply the mix or dissolve mixed into the mid-printer light or mid-fader position and then out. Beginners often go to unnecessary lengths to describe the way titles superimpose on picture or a background. A sentence can be reduced to “SUPER TITLES over black”, “SUPER TITLES over LS of street” or “SUPER flashback action over CU of face.”

FADE IN FROM BLACK

All programs begin with this effect, which is simply a mix from black to picture. Sometimes you might write in this effect to mark a break in time or sections of a program.

FADE OUT TO BLACK

All programs end with this effect, which is a mix from picture to black, the opposite of the fade in from black. Logically, these two fade effects go in pairs.

WIPE

A wipe is the effect of an incoming image pushing off the outgoing image. A wipe is more commonly a video effect. Every switcher has a number of standard wipe patterns. The most obvious are a horizontal and a vertical wipe in which the two are images are separated by a moving line that bisects the screen. The other basic patterns are circle wipes and rectangle wipes in which the incoming image grows from a point in the middle of the outgoing picture as an expanding shape. The corner wipe is a variation. The incoming picture starts as a rectangle entering from any corner of the screen. Once again, a scriptwriter should think very carefully before writing in such detailed transitions. It is better to leave it to the director and editor in postproduction.

DVE

Transitions between shots have become so numerous, because of the advent of digital video effects (DVEs) in computer-based editors and mixers, that it would be impossible to list the dozens of different patterns and effects. Once again, this is the province of postproduction unless you have a very strong reason to incorporate a specific visual effect into your script.

Describing Sound

The sound track is an enormously vital part of any program. There are basically three ways that sound works to intensify the visual image. The most obvious element is voice. The human voice is our most important means of communication. Speech or dialogue is commonly recorded in sync with the image of people when they talk. So the words we write for sound track, the manner of delivery, and even the gender of the voice, all contribute to the final result. If you listen to any sound track carefully, you will hear more than just the synchronized sound that was part of the scene when it was shot. Most dramas involve two other elements that are not part of the camera recording.

The second kind of sound that we use is the sound effect, either in sync with something on screen, or as a pure effect, natural or artificial. If we see an explosion, we expect to hear the sound effect. If we see a dog barking, we expect to hear it. Then there are ambient sounds that complete a picture or an impression of time and place without sync. An example would be a scene in the country reinforced by the sound of bird calls, or a city scene given greater realism by the distant sound of sirens and traffic.

Lastly, the emotional impact of music on a scene is well understood by makers of theatrical films and documentaries, and corporate and advertising programs. The right music can lift a scene that, in visual terms, is quite ordinary. Cutting footage to music allows the musical beat to reinforce a visual expectation and tie them together.

So visual writing has to include audio writing. You have to think about sound sometimes when you are writing visuals. The three elements of a sound track have to be mixed together in postproduction in what has become an elaborate and demanding multi-track mix. Both music and sound effects are usually added later in postproduction. Scriptwriters do not normally describe every aspect of this multi-track mix. Audio recordists and directors and mixers make production decisions as to how to produce the sound track of your scene. The exceptions are when you want to emphasize the specific dramatic, comic, or informational use of sound effects. So we mention specific sound effects or music cues only when they might otherwise be left out by the production team or because they have special significance. A character hears footsteps approaching, or hears a door opening off screen. That has dramatic significance.

If you are an editor or have been involved in editing film or video, you discover how ordinary shots can be transformed by music or sound effects, or how cutting a montage to a beat can transform ordinary and mundane shots into something visually interesting. So aesthetically and technically, we have to acknowledge that sound alters the value of images for a viewer. Sound cues are part of the scripting language that we need to learn.

Here are the abbreviations you should learn when working with sound directions.

SFX

This is a convenient abbreviation for SOUND EFFECTS. Instead of describing a thunderstorm and the sound of thunder at length, it is sufficient to write: SFX thunder. In postproduction, whoever assumes responsibility for the audio tracks will pull a stock effect from a bank of effects on a DVD or from an audiotape. A sound effect is anything other than speech or music.

MUSIC

A music track is created independently of camera production. Music videos begin with a defined sound track. Other programs have music added in postproduction to fit the dialogue, sound effects, and mood. The writer does not usually pick music or decide where music is necessary. The exception is when the music is integral to the idea, or in a short script such as a public service announcement (PSA) in which detailed conception might include ideas for music. If you do write in music cues, there is a correct way to do it, by using the following terms.

FADE IN

Almost all audio events are fade in and faded out to avoid a click as the playback head picks up a snap cut to music or effects at full level. This also permits us to use music cues that do not necessarily correspond to the beginning and end of a piece.

FADE OUT

This is the audio cue that most people forget to use. They fade in music or effect and then forget to indicate where the audio event ends. Mixing multi-track sound depends on fading in and out of different tracks. The fade-out diminishes the loudness of the sound down to zero over an interval, short or long, according to taste so that it avoids an abrupt cutoff and does not shock the ear or draw attention to itself. Many commercial recordings of popular music are faded out at the end, whereas classical music has a specific ending to the composition, the loudness of which is controlled by the performer. Library music that is sold by needle time for specific synchronization rights for designated territories is generally recorded without fades so that the audio mixer of a program can make the decisions about the length of fades. This music is recorded in convenient lengths of 30 and 60 seconds. Some pieces are longer with variations on the same basic theme so that the piece can be reprised at different moments on the sound track. Also, small music bridges, riffs, and teasers are available of the shelf for editors and audio mixers to use.

FADE UP

A fade up is a change of level in an audio event that needs to be featured again after being faded under. Music tracks need constant fading under and up to clear dialogue. This kind of cue is seldom needed by a writer.

FADE UNDER

Fading under an audio event such as music is necessary when you want the event to continue but not compete with a new event that will mix from another track, typically dialogue or commentary. You should understand that these types of decisions are largely made by audio mixers and editors. Nevertheless, you should know these terms for the rare occasion when you need to lock in a specific audio idea in your script.

SEGUE TO

This term means to cross-fade two audio events. It is the audio equivalent of the video mix. You do not need to write this into the audio side of a script every time you use a MIX TO (see above) transition. It is understood by all involved that one goes with the other.

We are discovering that the writer needs to know as much about production as possible, but also needs to know when not to intrude on the work of production and postproduction personnel. Only so many detailed decisions in making and finishing a program can be incorporated at a given moment in the production. It is unnecessary and silly to give instructions that cannot be used.

Shot, Scene, and Sequence

Now that we know the nuts and bolts of describing sight and sound in an individual shot, we need to think about how those shots go together to make scenes, and how scenes go together to make sequences. In dramatic writing, there is a larger structural unit carried over from theatrical writing called an act. This is used in television scripts (see templates on DVD) and is usually implicit in screenplays. Chapter 9 discusses large-scale structure that gives a script shape, rhythm, pace, and meaning.

Finding a Format for the Page

The last problem to solve for the beginning scriptwriter is to determine the accepted way of laying out a script on the page. You must respect well-established conventions. They evolved by trial and error for specific reasons. In a professional setting, using the right script format is crucial. Not to do so proclaims your ignorance of the business you are trying to break into. Your script will probably also be harder to read if you don’t follow the accepted conventions. Fortunately, computer software makes this part of the job easy. Most word processing applications can be formatted with macros to create any script layout. Dedicated scriptwriting software is also available. Some of the specialized software such as Movie Magic Screenwriter also plugs into budgeting and scheduling software that saves time and money for producers. In the professional world, you must get to know some of these systems1.

(See DVD.)

Master Scene Script

Two broad types of script formats or page layouts are in common use. The first, called a master scene script, reads down the page and is close to a theatrical script in that way (see sample script format in the Appendix). It is written according to a plan that includes a slug line for every scene. In fact, if any information in your slug line no longer applies to the action you are describing—that is, if the time and place have changed—you must start another scene with a new slug line. The scenes are not numbered. Character names are typed in uppercase, as are camera terms. Dialogue is centered, indented, and separated from the description of action, which is margin to margin. This format it used for feature film and TV film and usually anything that involves characters and lines of dialogue.

Dual-Column Format

A dual-column format is the other main type of script format. It has to be read from left to right because audio and visual elements are separated into two columns (see sample script format in the Appendix). The description of everything that is seen on screen is placed in the left-hand column. The description of everything that is heard on the sound track is placed in the right-hand column. Each scene therefore consists of a pair of descriptions. For anyone involved in production, this is an ideal arrangement because it accommodates production techniques. For a reader, it is awkward to integrate what you read in left and right columns and then move down to the next pair.

What we are discovering is the difficulty of describing visual media via print media. That is the nature of the problem. Remember the analogy of the blueprint. An architect or designer has to represent a three-dimensional object in two dimensions on the page. Likewise, we, as scriptwriters, have to represent a multimedia time continuum in writing. Writing is a four thousand year-old technology that is still indispensable for many forms of communication, and the printed page is a five hundred year-old technology that is still an immensely successful medium. You are using it right now. However, writing and printing do not do justice to audiovisual media. A script is, in effect, a specialized kind of writing, just as a blueprint is a specialized kind of drawing. To solve the problem, a script would need to be a kind of musical score, a visual representation, and a verbal description combined. There is a suggestion of this in the documents that describe interactive media as we shall see in a later chapter in Part IV.

In the end, each format—that is, each way of organizing the page—has its advantages and disadvantages. A master scene script has to combine visual and audio descriptions. In production, these have to be disentangled. Because such scripts are usually driven by dialogue, the main audio event is read in alternation with the description of action, so the reader has to assimilate them and integrate in alternation going down the page. In the dual column script the problem is presented in a different way to favor production and requires the reader to assimilate pairs of audio and visual elements while parsing down the page.

Storyboard

Meanwhile, the best answer that the industry has devised to represent the moving picture media is known as a storyboard (see DVD). It was developed by art departments in advertising agencies to get over the problem of clients reading and interpreting scripts visually by supplying them with sequential drawings of key frames. It is similar to the problem of understanding blueprints. Architects visualize the result for non-technical clients with models and sketches. TV ads and PSAs almost always get rendered as storyboards before going into production. Some directors storyboard dramatic scripts, especially sequences involving special effects. A scriptwriter might not be a good artist and, although capable of writing excellent scripts, might not be capable of drawing. An artist who can sketch the key frames probably has no scriptwriting skills. So creation of a storyboard generally requires collaboration. It is a good idea to sketch a storyboard for certain sequences even if your drawing consists of crude stick figures. It helps you to visualize what you are trying to describe in scripting language.

New computer software has transformed traditional roles by creating libraries of characters and backgrounds with powerful routines that can vary camera angles, size objects, and change perspectives. Text can be imported into caption areas. This allows almost anyone to create a storyboard. The more film and television rely on sophisticated computer-generated effects, the more important storyboarding will become. There is already a trend to create program content directly with images in an imaging medium that sequences frames. StoryBoard Artist, a program developed by PowerProduction Software, will even let you add sound files to the frame. The storyboard as produced by such computer software is halfway to an animated movie.

Conclusion

After reading this chapter, you should have a useful repertoire of scriptwriting terms and conventions that enable you to deal with the detailed problems of describing sight, sound, and transitions. You now have the building blocks of scriptwriting. You need to try them out in small-scale exercises. Then the larger issues of devising script concepts and content and of writing scripts for specific program formats can be brought into perspective. The chapters that follow take you through the stages of script development and the process of devising script ideas and building them into a finished product that is ready for the production team to carry to completion.

Exercises

  1. Write a camera description of yourself getting up and having breakfast. Use the camera vocabulary you have learned from this chapter. Think about what would you describe and what would you leave out.

  2. Watch a simple real-life scene such as people having an argument, a cop giving a driver a ticket, or action in the street, on a bus, or in a restaurant. Now describe what a camera would see—what would appear on a screen if it were a movie? Describe it as you want to see it on the screen.

  3. Listen to an auditory event or experience that involves more than one type of sound, namely, voice, sound effects, and, if possible, music—a restaurant scene, for example, or a scene in nature. Write an audio-only script using the terminology you have learned in this chapter. You can add your own music to your scene.

  4. Write a scene that comes from your imagination, describing both visual and audio elements. Don’t be concerned about format. Just confront the problem of describing what you want to get shot.

  5. Take a short scene from a short story or novel and adapt it for the screen. How do you want to lay it out on the page? Choose a master scene script format or a dual-column format. (See the Appendix and DVD.)

  6. Choose a short scene from a short story or novel and make a storyboard for it.

Endnote

1Visit http://www.writersstore.com/ to see the range of formatting and story development software. This is also useful source for book, seminars, and courses on writing.

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