3. EXTREME LONG-SHOT (XLS)
• AKA full or wide shot
• Shows entire subject (person or object) from a distance
• Intended to highlight setting or place subject in its surroundings
• Usually used as an establishing shot to locate the action
4. LONG-SHOT (LS)
• Can also be referred to as a wide shot
• Shows entire subject (person or object) but closer than an XLS
• Intended to place subject in its surroundings
5. MEDIUM LONG SHOT (MLS)
• Between long shot and medium shot
• Depicts a person from around the ankles upwards
• Allows a lot of the environment to be seen
• Several people can be observed
6. MEDIUM SHOT (MS)
• Shot from medium distance
• Depicts characters from around the waist upwards
• Allows viewers to focus on characters’ expressions and movements
• Still shows a reasonable amount of the environment
7. MEDIUM CLOSE-UP (MCU)
• Between a medium shot and a close-up
• Humans are generally framed from mid-torso upwards
• Can observe facial expressions clearly without being too close
8. CLOSE-UP (CU)
• Tightly frames the subject
• Close-ups of people will generally be head and shoulders
• Can be other part of the human body
• Used to highlight emotion or intricate activity
• Partially eliminates the broader scene
9. BIG CLOSE-UP (BCU)
• Similar to a close-up but without the shoulders and top of the head
• Used when facial expressions and emotions are important
• Almost entirely eliminates the broader scene
10. EXTREME CLOSE-UP (XCU)
• So close that only a very small part of the subject is visible
• Generally too close to display emotions or reactions
12. EYE LEVEL
• The camera is positioned as if a human were observing a scene
• Actors' heads are on a level with the focus
• The camera is about five to six feet from the ground
13. GROUND LEVEL
• The camera is positioned very close to the ground
• The camera is level with the focus
14. HIGH ANGLE
• The camera is higher than the action and looks down on it
• High angles make characters seem less significant or powerful
• Objects and character get swallowed up by their environments
• Often used when characters are in danger or vulnerable
15. EXTREME HIGH ANGLE / BIRD’S EYE VIEW
• Shows action from directly overhead
• Puts the audience/viewer in godlike position
• May render familiar objects totally unrecognisable at first
• Can make characters look insignificant and ant-like
16. LOW ANGLE
• The camera is lower than the action and looks up to it
• Low angles make characters seem larger and more powerful
• Characters can appear intimidating and threatening
• They can make the audience feel vulnerable
17. EXTREME LOW ANGLE / WORM’S EYE VIEW
• Often removes background and context
• The lack of setting can cause disorientation for the viewer
• Can give a sense of confusion and vulnerability to viewers
18. OBLIQUE ANGLE
• AKA canted, expressionistic or Dutch angle
• Suggests disorientation and a world out of balance
• Externalises (ie makes visible) characters’ sense of unease
• Makes the audience feel uneasy
20. SHALLOW FOCUS
• Uses a small depth of field (DoF)
• Only one plane of the image is in focus
• Used to emphasize one part of the image
• Focus can move during a shot to highlight a different part of image
21. DEEP FOCUS
• Uses a large depth of field (DoF)
• Foreground, middle-ground and background are all in focus
23. ZOOM IN
• Elements of the lens are moved to magnify part of a scene
• Creates a closer, tighter image
• Used to direct a viewer’s attention and focus
• The camera may not actually move
24. ZOOM OUT
• Effectively the opposite of a zoom in
• Goes from close to wide to reveal more of a scene
• Creates a wider image
• The camera may not actually move
26. PAN
• Usually on a tripod or dolly which acts as a stationary axis point
• Camera scans a scene horizontally (left to right)
• Can be combined with other movements (such as tracking)
• Not to be confused with ‘pan and scan’
27. TILT
• Similar to a pan but where the camera pivots vertically (up and down)
28. TRACKING
• The camera is placed on a moving vehicle (usually a dolly) which moves
• The camera can move forwards, backwards or sideways
• Can follow subjects or move towards /away from them
29. HAND-HELD
• The camera is literally hand-held by the operator
• The image is shakier than a tripod or dolly mounted shot
• Produces a ‘fly-on-the-wall’ effect
• Viewers feel part of the scene
• The awkward movements can also make viewers feel uneasy
30. STEADICAM
• The camera is carried by the operator, similar to hand-held shots
• The Steadicam mount makes shots much smoother
• Can be used in places where tracks and dollies are impractical
31. CRANE
• Produces smooth movements
• Can move up, down, left, right, swoop in on action or move away from it
• Can go from ground level to extreme high-angles
• Also useful for high-angle shots without movement
32. AERIAL
• Usually taken from a helicopter
• Often used at the beginning of film to establish setting
• Like a particularly flexible sort of crane - it can go anywhere
• Can convey real drama and exhilaration
• Can produce extremely high-angles