Planning the cinema for your mission can be just as daunting as planning the objectives and mission flow. The author must first decide which portion of the story will be conveyed on screen. The remaining details can be addressed in the briefing and notes sections.
Cinematics are the windows to a world of relation. If the viewer can not relate to the scene, then the scene is not productive. Every scene within a cinematic must have power and purpose with which to draw the viewer in through that window so that they can become a part of the world and experience it first hand. This is a paramount feat which requires time and dedication on the part of the editor.
Things to consider
- It's the mind of the audience: Each scene must not only capture the audience but hold them as well. This is only accomplished by drawing them into the fold. Don't provide long stretches of dialogue just to make your point. Allow the viewer to imagine, force them to think.
- Frame for emotion: The ultimate goal for each scene should be emotion as that is how the viewer will best relate to your work. Fear, anger, laughter, surprise, sadness, boredom, etc. Keep these in mind while writing your dialogue. It will help you keep the fat trimmed.
- The camera is not a camera: Think of the camera not as a static object to capture an image but as a free roaming entity which interacts with the environment. Design the scene to contain visual aids that tell the story as well and don't restrict the storytelling to dialogue.
- Keep the story simple: A picture is worth a thousand words. This is true because it allows the viewer to conclude with their own imagination and emotion what the picture is about. Too much dialogue ruins the suspense and hinders the imagination by requiring memorization.
- Dialogue means nothing: A scene could have two members engaged in a senseless conversation which has no effect on the plot and yet the camera could pan around the room and focus on a specific point which speaks volumes.
- Two things happening at once: Don't be afraid to fill the background with life. It helps to feed the viewer's imagination
It helps to name any units that the camera will target ahead of time.