Everything on set comes down to four decisions: how close the camera is, where it sits relative to the subject, how the frame is arranged, and where the light comes from. Shot vocabulary exists so a crew can agree on all four in a few words.
Shot sizes
| Shot | Abbrev. | Frames | Used for |
|---|---|---|---|
| Extreme wide | EWS | The location, subject tiny or absent | Establishing where we are |
| Wide / long | WS | The whole body plus surroundings | Showing a subject in context |
| Medium | MS | Waist up | The workhorse — conversation and action |
| Medium close-up | MCU | Chest up | Interviews — the standard talking-head size |
| Close-up | CU | The face fills the frame | Emotion and reaction |
| Extreme close-up | ECU | Eyes, hands, a detail | Emphasis and tension |
Camera angles
- Eye level — neutral. The default, and what an interview should almost always use.
- High angle — looking down. Tends to make a subject feel smaller or more vulnerable.
- Low angle — looking up. Tends to make a subject feel powerful or imposing.
- Dutch angle — the camera tilted sideways. Signals unease or disorientation. Easy to overuse.
- Over the shoulder (OTS) — framed past one person's shoulder onto another. The standard conversation shot.
- Point of view (POV) — what a character sees.
Composition
- Rule of thirds — divide the frame into a 3 × 3 grid and place key elements on the lines or their intersections. For a face, the eyes go on the upper third line.
- Headroom — a little space above the head. Too much makes the subject sink; too little crops them awkwardly.
- Lead room (looking room) — space in front of where a subject looks or moves. Without it they appear pressed against the edge of the frame.
- Leading lines — roads, fences, railings and shadows that draw the eye toward the subject.
- Depth — something in the foreground, middle ground and background turns a flat frame into a space.
| Move | What happens | Note |
|---|---|---|
| Pan | Camera rotates horizontally on the spot | Follows action across a space |
| Tilt | Camera rotates vertically on the spot | Reveals height |
| Track / dolly | The whole camera physically moves | Changes perspective — this is what creates depth |
| Crane / jib | Camera rises or falls through space | Dramatic reveals |
| Zoom | The lens changes focal length | The camera does not move, so the perspective does not change |
| Handheld | Camera carried, deliberate instability | Immediacy, documentary feel |
Three-point lighting
| Light | Position | Job |
|---|---|---|
| Key | The main light, roughly 45° to one side and slightly above | Provides the exposure and the shape |
| Fill | Opposite the key, softer and dimmer | Softens the shadows the key creates, without removing them |
| Back / rim | Behind and above the subject | Puts a rim of light on the shoulders and hair, separating them from the background |
The key-to-fill ratio controls the mood. Nearly equal brightness gives flat, even, corporate lighting. A much dimmer fill leaves deep shadows and a dramatic, high-contrast look. The back light is the one beginners omit, and it is what stops a subject from merging into the wall behind them.
Sound
- Get the microphone close. Distance is the single biggest factor in audio quality — far more than the price of the microphone.
- Use the right microphone. A lavalier clips to clothing for interviews; a shotgun on a boom is aimed from just outside frame; a camera's built-in microphone is a last resort.
- Watch the levels. Aim for peaks around −12 dB with headroom to −6 dB. Anything hitting 0 dB is clipped, and clipped audio is permanently destroyed — it cannot be repaired.
- Always wear headphones. It is the only way to hear the hum, the traffic and the handling noise the microphone is picking up.
- Record room tone. Thirty seconds of the room with nobody speaking. The editor uses it to fill gaps so silences match.