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Different Camera Shots in Film: Fix Flat Storyboards


August 27, 2026  

You keep sharpening your pencils when the problem is in your camera.

I see this all the time. An artist shows me a sequence, and the figure work is solid. The perspective holds up. But the panels sit on the page like a slideshow instead of a scene, and no amount of redrawing fixes it. Drawing was never the problem.

The real culprit is different camera shots in film, or more specifically, how you use them. Shot variety means how much you change your camera distance from panel to panel. There are three basic distances: wide, medium, and close. Most artists pick one distance and stay there for six or eight panels straight. The scene goes emotionally flat even though every single panel looks fine on its own.

By the end of this, you will be able to spot shot types on sight, choose them on purpose instead of by habit, and mark up your own boards in the shorthand story supervisors actually use.

What are different camera shots in film

Different camera shots in film are the standard framings a filmmaker uses to tell a scene. Each shot is defined by how much of the subject fills the frame, where the camera sits, how people are placed inside it, and whether the camera or focus shifts. Filmmakers combine shots to control clarity, pacing, and feeling.

Black and white storyboard panel of a slumped person with long hair, with others in the foreground and background.
A storyboard panel illustrating depth and character placement within a scene.

The word "shot" carries two meanings. One is technical: an uninterrupted piece of footage from the moment the camera starts rolling to the moment it cuts. The other is the meaning story artists use every day, a planned frame type like a wide shot, a medium shot, or a close-up. You choose this type before anyone films a single frame.

For your purposes as a story artist, think of shot choice as audience distance. Every shot you pick is a decision about how close you want the viewer standing to the story. You make that choice on the page, while you are still drawing the boards.

The three shot sizes you'll use most: wide, medium, close-up

There are three basic distances a camera can be from its subject. Every shot size you will ever draw is a version of one of them.

Wide shots show where the story is happening. Some people call these establishing shots, because they establish the location. An extreme wide shot pulls back even further, showing a whole city or landscape with people as tiny shapes inside it. A wide shot's job is to show geography, scale, and how alone a character is in a space.

Black and white storyboard sketch of a large ship in a harbor, dwarfed by the wide scale of the surrounding water and boats.
A wide shot establishes geography and scale, showing how small a subject is against its surroundings.

Here is the mistake I see all the time. An artist draws a wide shot with no horizon line and no landmark in it. That is really just a small drawing of a character with empty space around it, not an establishing shot at all. A wide only works if the background tells the audience something real about the place.

Medium shots are your workhorse, the shot you will draw most often. A full shot shows the whole body. A medium wide shot cuts the frame around the knees. A medium shot cuts around the waist. A two-shot fits two characters in one frame. This family shows blocking, body language, and how people relate to each other physically. The common mistake here is a long run of medium shots that never changes the audience's distance. Six medium panels in a row might each look fine alone, but together they tell the audience nothing new for six panels straight, and the sequence goes flat.

Grayscale storyboard panel of a young child standing between two adults, framed from the waist up.
A medium shot shows blocking and body language between characters in a scene.

Close shots cover medium close-ups, close-ups, extreme close-ups, and inserts. An insert is a close panel on a single object, like a note or a key. This family exists for decisions, reactions, and turning points. A close-up on a face carries a realization. An extreme close-up on an eye or a hand carries even more weight, which is exactly why it is dangerous to overuse. Treat it as a spice, not a base ingredient. Put it on every beat and none of them land.

Black and white storyboard close-up of a man's face with an intense, narrowed expression.
A close-up isolates a face to carry a character's reaction or realization.

Try this now. Take a sequence you have already drawn. Label each panel W, M, or C. Find your longest run of the same letter. That run is your first fix.

How shot choices actually work in a sequence

Every panel you draw answers questions, in a set order. Get the order right and the sequence reads clearly. Get it backward and you will spend hours fixing something that was never a drawing problem.

Black and white pencil storyboard sheet with eight panels showing characters, hand closeups, and action sequences.
An eight-panel storyboard sheet mapping out a continuous sequence of actions.

First, how close are we? Wide, medium, or close. This sets how much space the audience sees around your character.

Second, where is the camera? Eye level, high, low, overhead, or tilted to one side. A tilted shot is called a Dutch angle, and it usually signals that something feels wrong or off balance. High angles make a character look smaller or watched. Low angles make a character look bigger, stronger, sometimes threatening. Eye level is your default: neutral, honest, where most of your panels should live.

Third, who shares the frame? A single is one character alone. A clean single gives that character the whole frame, which reads as control. A dirty single has a piece of another character intruding, usually a shoulder, which tells the audience someone else is close by, watching. A two-shot puts two characters together and works well for relationships and blocking, but overuse it and you lose the tool that isolates someone emotionally. Over-the-shoulder, or OTS, frames one character from behind another's shoulder and solves eyeline logic automatically. POV shows exactly what a character sees. It needs a setup, the character looking, and a payoff, their reaction. Skip either half and the shot confuses more than it reveals.

Fourth, what changes inside the shot? Does the camera move? Does the focus shift?

That order is not random. Distance and camera placement set up the geography first, because the audience needs to know where they are before anything else can land. Who shares the frame sets the relationships. Movement and focus come last, because motion is an accent, not a foundation. Add motion before the geography is settled and the audience gets lost instead of pulled in.

Storyboard notation exists so this reads fast on the page. Professionals write WS for wide shot, MS for medium shot, MCU for medium close-up, CU for close-up, ECU for extreme close-up, OTS for over-the-shoulder, and POV for point of view. Use these consistently and anyone reading your boards understands your intent instantly.

Never change the shot just because you have not changed it in a while. Variety without a reason reads as noise, not craft. Before you change a shot size, ask what the audience should feel differently in the next panel. If you cannot answer that in one sentence, keep the shot you have.

Camera movement and lens: what unfolds over time

Shot size and framing are choices you make once, for a single frame. Movement is different. It changes how close the audience feels to the subject second by second, so every camera move needs a reason that unfolds as it happens.

Black and white storyboard panel of three characters with red text at the top reading 'Camera push in'.
Using text indicators on a panel to denote camera movement.

Static shots hold still. No movement builds tension and lets the performance carry the scene. Pan and tilt swing the camera sideways or up and down without moving its base, useful for revealing new information or following a character's attention. A dolly, also called a push-in, moves the whole camera toward the subject and builds closeness or pressure. A pull-out moves the camera away and shows distance or a character left alone. Tracking moves the camera alongside a moving subject and carries momentum.

One mix-up trips up almost everyone. A zoom changes the lens so the frame gets closer, but the camera itself never moves, and it feels artificial. A dolly moves the actual camera through space and feels like the audience is walking toward something. They look similar on the page and do not feel similar on screen.

Lens choice also shapes a close-up beyond just size. A wide lens held close to a face stretches things: the nose grows, the background pulls away and looks stretched too. This works when you want the audience uneasy or boxed in. A long lens flattens space, so the background sits close behind the person and faces look natural. This is the lens for an honest, intimate close-up.

Focus points attention without moving the camera at all. Shallow focus keeps one thing sharp and blurs the rest, good for isolating a face or prop. A rack focus shifts sharpness from one subject to another mid-shot, handing the audience new information on purpose. Deep focus keeps everything sharp, useful when two planes of action both matter at once.

On the board, keep the drawing simple. Draw a start frame and an end frame, connect them with an arrow, and add one label: PAN L, PUSH IN, TRACK, RACK FG to BG. That is enough for anyone reading your boards to understand the move without you explaining it out loud. If you cannot say why the camera moves in one plain sentence, keep the shot locked instead. A board full of arrows reads as noise, the same way a board full of tilted Dutch angles does. And focus tricks cannot rescue a bad composition. If the staging underneath is confused, a rack focus just draws attention to the confusion faster.

How to choose shots in a sequence

Everything above is a vocabulary lesson. This is where you use it.

Digital storyboard panel showing two characters talking in the foreground and a third standing in a background doorway.
Composing a shot with elements stacked in depth to guide the viewer's eye.

A working sequence follows a pattern called coverage. Coverage means drawing enough angles of a scene that it can be cut together cleanly, and the pattern is almost always wide, medium, close. Wide sets the geography, so the audience learns where everyone stands before anything else happens. Medium plays the beat, where blocking and body language carry the action. Close punches the turn, saved for the decision or reveal, the exact second the scene changes.

Two genre templates show this pattern at work. A horror beat package holds on a wide shot a beat too long, so dread builds, then creeps the camera in slowly, cuts to an insert showing the thing that is wrong, and lands on a close reaction shot. A comedy dialogue package starts with a stable two-shot for the setup, cuts to clean singles for each punchline, and uses a reaction close sparingly. Overuse it and every joke lands the same way.

Vertical frames, the tall 9:16 shape used for phones, break the wide shot. You lose the horizontal room that normally shows geography, so build depth instead. Stack characters front to back rather than side to side. Use doorways or windows as a frame within the frame to add layers. Protect eyelines and headroom, and leave extra room at the edges in case the platform crops your shot automatically.

One habit separates a portfolio piece from a stack of panels. Put a small shot map at the top of the page, a string like W, M, M, C. It proves you designed the cut before you drew a single line.

Frequently asked questions

Do I need to memorize every shot name to be taken seriously?

No. Start with wide, medium, and close. Once you can spot those on sight, add the common professional labels: WS, MS, MCU, CU, ECU, OTS, and POV. A recruiter reading your sequence is checking whether it cuts together cleanly, not quizzing you on the term for a knee-level shot.

How many different shots should one portfolio sequence include?

Enough to show you made choices on purpose: a clear wide shot to open the scene, medium shots that let the staging read clearly, and a few close-ups placed right at the turns in the story. Avoid an all-medium sequence, which goes flat, and avoid changing size on every panel with no reason, which looks random.

What is the fastest way to improve shot variety without redrawing everything?

Label every panel W, M, or C. Find your longest run of the same letter. Pick the one panel inside that run where the story actually turns, a decision, a reveal, a reaction, and change that shot size. Redraw only that panel, then read the whole sequence again. Fixing one panel at the right spot usually fixes the whole run.

How do I practice this if I am not shooting live action?

Pick a scene from a film, somewhere between 60 and 120 seconds long. Watch it once, then watch it again and write down W, M, or C every time the camera cuts. That gives you a real professional's shot pattern on paper. Then storyboard the same scene yourself and compare your pattern to theirs. The gaps between the two are exactly what you need to practice next.

Where should I start if my goal is a studio-ready storyboard portfolio, not trivia?

Build three to five full sequences, each a complete scene with a beginning, a turn, and an end. Then get real critique on them and revise. Knowing every shot name in this glossary will not get you hired on its own. A portfolio that reads clearly will. For the full breakdown of what belongs in that portfolio and what gets artists passed over, see our guide to building a killer storyboard portfolio.

Sergio Paez

Written by

Sergio Paez

Sergio Paez is an animation director and veteran story artist . Sergio was an episodic director on the Star Wars Resistance and Star Wars Rebels series from Lucasfilm. His film credits in the United States and Europe include projects for Pixar, Lucasfilm, Sony, and Sega. Sergio is a founding member of StoryboardArt.org.

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