The Digital Eye: Why Storyboarding Doesn’t Work
If you have the QuickTime plug-in, you can view examples of high-end blocking and staging by simply clicking the image.
As creator of Hollywood Camera Work: The Master Course in High-End Blocking & Staging, Id like to discuss the topic of storyboarding, and why I believe its not a very good shot-planning tool.
This is usually a controversial topic, because so many workflows are based around storyboarding. So I want to emphasize that Im not out to stir up trouble. For die-hard storyboarders, this topic is often met with a lot of resistance. But equally, many 3D heads of layout and dps I talk to are relieved at the concept, because they too believe they have run into a wall with storyboarding.
So lets first look at where storyboarding came from. Storyboarding has always been used in 2D animation for creating a series of stills from the movie, which helped keyframe the animation, lay out the sequence of events, and get a general feel of the rhythm of action. Its also a great tool for pitching and concept art. Thats perfect in 2D animation, because the storyboard pretty much represents whats possible in the final product, although in a slideshow format.
When live-action filmmakers saw these storyboards, it seemed like an excellent way to previs a movie. So storyboarding became a standard for things like working out sequences of events, visual effects, concept art etc. But the thing is that storyboarding isnt used that much in live action, except for scenes that are very hard to imagine mentally, or for directors who dont feel secure about their shot design. In fact, almost all live action is shot with a focus on camera-setups instead of shots, and even when a director brings a storyboard to the set, the dp has to translate it into the real language of camera work, which is what this article is about.
Only Static Shots That sounds like an unforgiving judgment, so lets look at it. What camera work can you really draw in a storyboard? You can draw locked shots. You can draw pans and tilts. You can draw pushes and pulls. And you can draw characters stepping in and out of shots. But thats actually about it.
Thats a problem, because the live-action film and TV camera work we see every day is far more complex than this. But as long as we use whats essentially a slideshow as a basis for the camera work, the blocking is limited to the very basics. Even if both the storyboarder and the director or dp are very skilled in camera work, the storyboarding process itself removes so much information that almost nothing is left, except a sequence of static shots with small enhancements, like adding a slow push to an otherwise locked frame.
So whats wrong with storyboarding? Well, the biggest problem is that storyboarding is so far removed from real camera work that probably 90% of shots and moves simply cant be drawn in this format.

![[Figure 1] Storyboarding is so far removed from real camera work that probably 90% of shots and moves simply cant be drawn in this format. Unless otherwise noted, all images © 2006 Per Holmes.](http://www.awn.com/files/imagepicker/1/di201_HCW-storyboard_large.jpg)























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