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Film and Video Production: Shot Sizes, Angles, and Composition Rules, Summaries of Art

An overview of different shot sizes, angles, and composition rules used in film and video production. It covers various types of shots, including extreme close-ups, close-ups, medium shots, medium wide shots, and wide shots. The document also explains the function and appearance of horizontal and vertical camera angles. Additionally, it discusses the importance of following the 180 degree rule and composition rules such as the rule of thirds and teeter-totter rule.

What you will learn

  • How can safe areas be used to ensure important elements are visible on TV sets?
  • How does changing the camera angle affect the appearance and function of a shot?
  • What is the 180 degree rule in film and video production?
  • What are the composition rules that can be used to enhance the visual appeal of a shot?
  • What are the different types of shot sizes in film and video production?

Typology: Summaries

2021/2022

Uploaded on 08/01/2022

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SHOT SIZES & ANGLES
Types of shots: The followings are types of shots commonly used
in film, video, and animation.
The shot size determines how large the area that’s visible within the
frame. Among the following common shot sizes, the distance between
the camera and subject varies:
1 Extreme close-up shot
2 Close-up shot
3 Medium shot
4 Medium wide shot (American shot)
5 Wide shot (full shot)
6 Extreme wide shot (long shot)
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Download Film and Video Production: Shot Sizes, Angles, and Composition Rules and more Summaries Art in PDF only on Docsity!

SHOT SIZES & ANGLES

Types of shots: The followings are types of shots commonly used

in film, video, and animation. The shot size determines how large the area that’s visible within the frame. Among the following common shot sizes, the distance between the camera and subject varies: 1 Extreme close-up shot 2 Close-up shot 3 Medium shot 4 Medium wide shot (American shot) 5 Wide shot (full shot) 6 Extreme wide shot (long shot)

  1. Extreme close-up shot shows only a part of a character's face. It fills the screen with the details of a subject.
  2. Close-up shot shows a character's face and shoulders. It is close enough to show subtle facial expressions clearly.
  1. Wide shot (full shot) shows an entire character from head to toe.
    1. Extreme wide shot (long shot) shows a broad view of the surroundings around the character and coveys scale, distance, and geographic location. The images are from "The Art o f Technique: An Aesthetic Approach to Film and Video Production" by John Douglass and Glenn Harnden

Static shots: B) Angle. Another set of shots are identified by their camera angles. Changing the camera angle changes the appearance and function of your shot. Horizontal camera angles. Moving the camera around the subject horizontally while aiming at the subject creates different camera angles below: 1 Frontal. The frontal angle tends to flatten the three dimensionality of facial features and environments. 2 Three-quarter front. The three-quarter front angle is more often used than the frontal angle or profile because it shows more depth and volumes. 3 Profile. 4 Three-quarter rear. 5 Rear.

Note: Indecisive cut When cutting from a shot to another shot with a different camera angle (e.g, from a frontal shot to a three quarter front), framing the same subject, the difference between the two camera angles must be greater than 35 degrees. If the difference is less than 35 degrees, and the appearance of the subject does not change sufficiently, you will get the unpleasant effect of an indecisive cut and the audience will perceive it as a mistake or a distraction. Point of view shots. In a point of view (POV) shot, the camera is placed at the eye position of a character. (Birn, 8.2.4 POV Shots, pages 180-1) Two shot & over-the-shoulder shot

  • Two shot shows two characters.
  • Over-the-shoulder shot is a close-up of a character as seen over- the-shoulder of another person in the foreground. Two shot Over the shoulder shot Dynamic shots. The camera position is often animated in computer animation for no good reason or no reason at all simply because the virtual camera can be moved easily. If you want to animate realistic and effective camera moves to create dynamic shots, study popular types of possible camera moves with a real camera.
  • Pan. The camera rotates from side to side, so that it aims more to the left or right. The camera does not change the location.
  • Dolly. The camera's actual position changes, such as to move alongside a moving subject or to travel closer to a character during a scene.
  • Tilt. The camera rotates to aim upward or downward without changing the location. Tilt is sometimes called " pitch ".
  • Boom. The camera travels up and down.
  • Zoom. The camera's lens is adjusted to increase or decrease the camera's field of view, magnifying a portion of the scene without moving the camera.
  • Dolly in moves the camera closer to the subject. Dolly out backs the camera away from the subject. Dolly in and dolly out are sometime called " truck ". The image is from "The Art o f 3-D Computer Animation and Imaging" by Isaac Kerlow. Dolly vs. Zoom The difference between dolly and zoom is that when you dolly, you are moving the camera in space, while zoom refers to changing the camera's focal length. When you move the camera, the perspective changes. Objects far from the camera change in relative size at a slower rate than objects which are close to the camera. That is what

If Camera 2 and Camera 4 are used, the audience crosses the line of action. It's disorienting and confusing. The images are from "The Fi ve C's o f Cinematography" by Joseph V. Mascelli When your subject travels, by keeping all the cameras on one side of the line of action, you can keep continuity in moving directions among shots.

Composition Rules: The followings are useful guidelines you can

use when composing a shot.

1. Rule of thirds Rule of thirds divides the frame into thirds both horizontally and vertically. The points where the vertical and horizontal lines cross are aesthetically pleasing spots to place subjects or to have perspective lines converge. It is usually best to avoid placing horizon lines exactly in the middle of a frame, but to place the horizon either above or below center, approximately one-third or two-thirds up the height of the frame. The images are from "Digital Lighting and Rendering" by Jerem y Birn and "The Art o f Technique"

2. Teeter-totter rule Lighter weight can counterbalance a heavier weight if it is placed farther away from the center of the frame. 3. Avoid tangent Tangents in composition tend to destroy the depth. 4. Avoid frontal angle The frontal angle tends to flatten the three dimensionality of facial features and environments. Angling the shot produces more depth and volumes. Shooting straight against walls Angling the shot into walls produces produces flat compositions receding perspectives and a better with little sense of depth in frame. sense of depth.