Hello there guys and girls,
welcome to another tutorial on my channel.
I guess you know how magicians are never supposed to reveal their tricks.
And then there was THIS GUY.
Well, for today, this guy...is me.
I'm gonna show you a lot of machinima secrets nobody is sharing publicly.
This video is gonna be pretty advanced so for the lessons I'm gonna show you in here
I'm assuming you have gathered a bit of knowledge already either by watching my other
tutorials or learning by doing.
We're gonna use a lot of different tools and I will not go into the basics of how they
work.
Instead I wanna show you how to utilize them effectively to achieve creative effects and
build unique scenes for your GTA machinima.
Originally I planned on making individual tutorials on how to use animations, how to
spawn actors or how to build custom maps.
But I think it's better if you see all the techniques within typical use cases and in
the right context to each other.
But this will also mean that this tutorial is gonna be quite huge.
I'm gonna stuff this video with examples from my own machinima so you can
see how I used my knowledge for better or worse results.
In order to give you an idea of what you're gonna learn I structured this video into four
sections: First of all I'm gonna show you all the tools you're gonna need in order
to make this work.
The next step is the scripting, because it will be the basis for all your scenes.
Part three will be about how to actually set up and film scenes as if you were on the set
of an actual movie.
The last part will be another quick look into how you need to place and move the cameras
in order to achieve a good film look.
You can skip a section by using the timecodes in the description.
And I'm just gonna say this ONCE in this video in order to save time: You will find
the links to all tools, websites and other tutorials in the video description.
If you have alzheimer's you shouldn't be watching this tutorial anyway.
Let's dive into this massive pile of … fun.
Part 1: Tools of the Trade
First of all I need you to realize that there isn't a single mod or tool that will allow
you to do everything at once.
You will need a bunch of separate things which I'm gonna go through right now.
They are all meant to peacefully coexist and to complement each other during the production
of your machinima.
ONE You will need Open IV to install mods easily.
It also contains a really helpful feature called Open Camera.
This used to be an individual mod but it's now part of Open IV.
It removes the boundaries for the camera in Rockstar Editor so you can move freely all
across the map instead of being limited to a short range.
For more info on Open IV and OpenCamera please watch the tutorials I already made about these
tools.
TWO The mod Extended Video Export or EVE in short
allows you to use better export settings for your videos because the quality of the regular
Rockstar Editor isn't that good.
I already created a tutorial about this mod a while back.
Go there now if you haven't seen it.
THREE The mod Skin Control is really useful if you
want to create, save and load custom characters for your videos.
That way you won't have to recreate your characters again if you have to record your
video in multiple sessions.
I also have a tutorial for that.
The tool isn't essential and can be replaced by others, but I like using it.
FOUR Scene Director is a very helpful tool because
it was created solely for the purpose of making machinima.
Admittedly I haven't had the chance to dive very deeply into the tool because it does
have a lot of cool features.
However, I use it on a daily basis because it lets you switch between actors quickly
and record their actions so you can control multiple people all by yourself.
You'll see in a couple of minutes.
FIVE Menyoo PC is probably the most important tool
of them all.
If you're not using this trainer, you're doing it wrong.
I had to learn this, too.
Ever since I discovered the possibilities this tool has I was able to turn a lot more
of my ideas into videos with GTA V. There's a ton of options and within this tutorial
we will only have so much time to talk about some of them.
SIX The Simple Trainer by sjaak is a tool I am
used to since my early GTA IV days.
It is not the best trainer out there, but it does have a lot of nice options that will
make your life somewhat easier and which are not available in Menyoo or other trainers
as far as I know.
In particular I am talking about the bodyguard and ped spawning features.
Another nice feature of Simple Trainer are the voice options, which I will talk about
shortly.
SEVEN The green screen mod isn't as essential
as the other tools I've mentioned.
However, it can and will open up so many more options for your videos if you know how to
utilize it.
And it's not as hard as you think (that's what she said).
Please go to the tutorial I have created if you're curious how this mod works best.
EIGHT With the Time Scaler mod you can modify the
time settings of your game.
Admittedly Menyoo and Simple Trainer can do that, too.
But what I found to be really helpful with this mod is that you can create time lapses
real easily with it.
Just set it to times 60 or 120 and the day and night cycle will be very rapid.
This allows for some cool shots.
However, I am not going to talk about this tool later on in this video.
NINE Another helpful mod is the Animation Viewer.
A lot of my fellow creators are using it and love the mod for its flexibility because you
can apply animations to the upper body while still walking around normally and stuff like
that.
Also it plays many cutscene animations.
However, I haven't had the time to practice with it enough to give you solid advice so
I'm just gonna pass on the recommendation for you to discover AnimViewer yourself.
For now, I think we're good to go with the huge amount of tools I've shown you just
now.
TEN The last mod you're gonna need is whatever
you can find on gta5-mods.com that will help you achieve your machinima vision.
Dig deep into their collection and you will find not only car or player models, but also
amazingly creative scripts for certain tasks, even if it's just an actual working indicator
for your car, which will make your movie that tiny bit more realistic.
Sometimes its details like these that turn a good machinima into a great machinima.
On the hardware side of things you will definitely need a full size keyboard including a numpad.
Otherwise you will never be able to control all of these mods, most of them have control
schemes that rely on the numpad.
So if you're working on a small laptop you might be out of luck.
Let's get into the scripting now, shall we?
Part 2: Scripting
This is a thing many people ignore altogether.
But especially for beginners it's very essential to write down what's supposed to happen
and what is being said by whom during a scene.
The script is gonna be a golden thread you will follow while filming.
It will help you know how much dialogue there will be so you don't film too little or
too much.
But how do you write a script?
It really depends on how you like to work.
I for one, have practiced a lot of this writing.
This is why for many videos I don't write a full script at all, I already have the final
video in my head like a vision.
I know which steps I'm gonna have to do in order to film all this.
Very often all I do is write down some bullet points, start filming and let the rest happen
on the fly, which is important for comedy because the spontaneity really helps keeping
things fresh.
For starters you should try and do a well-formatted script.
There is a very nice guide on wikihow that will teach you how to write and format your
scripts.
The last time I did this was for my video "Halloweenception", which you can see
here.
Let me read this out loud while showing you the according scenes.
She lays on the bed and her mobile rings and vibrates across the table.
It shows "unknown number".
The ringtone is a famous horror movie theme (Joker Arkham Asylum).
She picks up but hears only heavy breathing.
Annie is shocked.
She proceeds to walk to the bathroom.
The floorboards squeak suspiciously.
Suddenly a vase topples over and Annie turns around in shock.
It was only the cat.
What a relief.
At the same moment a ghost silently glides around the apartment behind her, disappearing
into a wall.
She goes to the bathroom to wash her face.
The ghost appears inside the mirror for a short time, but Annie doesn't notice.
As you saw, the script is not 100% accurate anymore.
I allowed myself the freedom to change a couple of things whenever I felt I could improve
stuff in the actual video.
Also, this script was a rather loose description of what's happening.
You could go into way more detail.
If you wanna do the real deal, you could also draw an actual storyboard shot by shot.
There's another cool guide on wikihow for you to discover.
A storyboard is a good thing to make especially if you plan to do visual storytelling without
any dialogue at all.
A true master of this is 88Jackob88, I recommend you to watch his masterpieces "Rover"
and "Black Ocean" to learn more about how to tell a story without a single word.
Personally I never made a storyboard for any of my machinima because as I said I already
have most of the shots in my mind and as opposed to real movies you can always go back into
the game and reshoot a scene or add new material.
In real life this would be a very expensive thing to do.
In GTA it's just...well, mildly annoying.
With these things in mind we're now gonna move on to the main section of this tutorial.
I'll show you how to set up scenes with practical examples.
Part 3: Setting up Scenes
Example 1 Next up I'm gonna show you how to create
scenes in the GTA environment.
I need you to realize that there is no perfectly right way to do this.
Every creator does this differently so I'm gonna share my personal experiences and some
best practices I found out about.
I'm gonna take you from A to Z so you can see the full process step by step.
Much of the footage you see in the background is gonna be sped up because you wouldn't
really wanna watch this stuff happening in real time.
Creating scenes is less about following a strict plan but more about finding ways to
make your ideas come true with the available tools.
You will need to find your own workarounds so it is essential to understand how the tools
work.
Also you must realize that creating a film is all about illusions.
Nothing you see on screen actually happened like you see it on screen.
I'm gonna do my best to give you insights on this now.
We're gonna start with an easy example: Two characters walking down the street having
a little chat.
Right now, I've got Franklin here.
But I wanna use a custom character which I specifically prepared for this scene.
So I'll open up Skin Control and spawn this guy.
Now I gotta find a nice location to shoot.
I like to use the "Airbreak" option within Simple Trainer for that.
You'll find it in the general options menu over here.
This allows you to just quickly fly around the map.
Alternatively you could boot up Menyoo and hit F9 for the spooner mode.
Left click your character to pick it up and then fly around the map.
I have found a nice location.
Now I wanna set up a nice mood by changing the time of day and weather settings.
Open Menyoo and go to the time menu and adjust it according to your script.
I want the scene to be set in the afternoon so I'm gonna lock the time.
This means I'll have endless time to shoot my scene.
The mood should be kinda grim so I'll switch to the weather tab in Simple Trainer and select
something like "smog" or "cloudy".
Don't forget to force this type of weather which will ensure that it won't start raining
in the middle of your shoot – if you want that to happen you can still make it rain
later on.
Another thing I like to do is to deactivate the wind because I just don't like these
weird dirty particles flying around all the time.
You can leave this active if it suits your movie.
Ok cool.
But I wanted two characters.
So I'm gonna open up Scene Director, set my first character as Actor 1 and then clone
the actor.
This will allow me to switch between the two very quickly.
I recommend giving each actor a name because it can get quite confusing if you have multiple
characters.
I want one of the characters to carry a trash bag in his hand.
If you go to Menyoo's "Player Options" you will find different movement styles that
you can apply to each character.
There is even one specifically for holding a bag, so I'm gonna use that.
Now I need a bag.
So I'll go into the spooner mode of Menyoo by pressing F9 again.
I could now either fly around to find a trash bag somewhere but it's easier to just search
for the right object.
So I'll hit up "Spawn Entity into World" and search for the phrase "bag".
I can now see little previews of each object as I scroll through this list.
If I hit 5 on the numpad the object is spawned.
Most of the time I spawn many objects to see them at full opacity and then delete the unused
ones by aiming at them and hitting the delete key.
Now that I've found the right dirtbag, I'm gonna aim and right click it which opens the
property menu.
You can now position each object by changing X, Y, Z, roll, pitch and yaw.
This also works if you attach an object to something, for example to "self".
You can now see that the bag is stuck to the current character.
You can now even select which body part the bag should be attached to, in our case it's
obviously the right hand.
You can see how it's moving already.
Within the attachment options you can now move the object again which is a little wonky
sometimes because all the axes are kinda shifted now.
When placing attached objects I recommend to set very low increments for movement to
get more precision.
Pro tip: It's always wise to deactivate the collision for attached objects because
otherwise you might get nasty bugs in your game, something like this.
Having attached the bag to my character I can now move around freely like that.
You can do the same with any object in the game and attach it to any other object in
your Menyoo Database.
For example you could attach a couch to a car that was made invisible with Simple Trainer
and then attach two peds to the couch.
By using an invisible character you can then make it look as if the couch was driving around
town.
You can also attach a cigarette to a characters lips and then go into the property menu of
the cigarette and apply a so called trigger effect.
If you loop the "meth pipe smoke" on the cigarette, it will constantly emit smoke.
Feel free to discover the variety of Trigger FX yourself, it's a lot of fun!
Back to our two characters.
As I said I wanna make them walk down the street.
The one with the bag should have a disgusted expression so I'm gonna go into Menyoo and
give him another mood.
I think "aiming" works quite well here.
Next up I'm gonna open up Scene Director again and go into record mode.
That way I can walk my character anywhere, even around static objects in the game.
If at the same time I push "J" on my keyboard I can make the mouth move for dialogue.
Timing this stuff is easier with a finished script because you can talk while recording
to know how long to push this hotkey.
When the recording is done, you press ALT+R or ALT+E on your keyboard.
You can repeat that with a lot of actors.
However I wanna be in control of the second character for demonstration purposes so I'll
switch to that one.
I'm gonna activate the action replay right now by pressing F2 first.
Then I open up Simple Trainer again because in "Model Spawning" there are some cool
voice options I wanna show you.
I can now apply many different voices to my characters – female and male.
They're even connected to certain gestures so it looks pretty natural during dialogues.
You can later remove the dialogue audio in Rockstar Editor or remove all the audio if
you plan on replacing it with custom sounds.
Next up I can go into Scene Director, set the scene from setup into active mode and
you'll see that the other guy starts walking and chatting all by himself now.
I can walk by his side and trigger certain voice events in Simple Trainer.
All I gotta do is time it right so it actually looks like a dialogue and not two people just
blabbering randomly.
Stuff like this might take a couple of times to get right so I'm just gonna go back to
start in Scene Director and do this shot again.
Thanks to the action replay I can only capture the scene which actually went well.
Before we move on, let me show you how this shot will look after all the editing.
Example 2 In our next scene we will look at car chases
once again.
There are different ways of creating those.
You can either use the waypoint option in Scene Director by clicking into the map and
then applying the waypoint to all the actors sitting in cars.
That way they will just drive the path that is shown on the GPS.
I recommend you to use one of the aggressive driving styles because they look better for
action.
The "careful" style is great for stealthy or everyday scenes.
You can then drive the car that is being chased or the car that follows stealthily.
That's up to you.
This stuff works with multiple cars as well.
The second way to make car chases is to use Simple Trainer.
It allows you to spawn aggressive drivers that even shoot at you and try to ram you
off the road.
You can also deactivate the drive by weapon if you like to have no firefight which is
useful for illegal underground races or the likes.
The advantage these methods have over the recording mode in Scene Director is that they
also work with a dynamic environment, meaning the drivers will react to traffic whereas
with a recorded path the cars are undoubtedly gonna crash which will look ridiculous for
sure.
With Simple Trainer you can once again use voice events even when you're sitting in
a car and driving around.
The best thing is that even the hand gestures are automatically suited to this so you can
have your character point at stuff while driving.
The third way to do chase scenes is with Menyoo.
To make this work you need to have both characters in your database.
Then you go to the Quick Manual Placement and choose the entry "Task Sequence" for
the character that should follow.
You can now select "Cruise" if you just want your character to drive around town normally.
Drive & Follow Entity is good for car chases.
Hit this entry again for more options like the maximum speed which should be much higher
in this scenario and the driving style which should be "avoid traffic a lot".
Also in here you can choose the entity to follow.
You can either pick the car or the other character.
The last step is to make both characters get into their vehicles and then set the status
of the task sequence to active. And then you can drive around town like this forever.
Example 3 Let's say you're at the start of your
machinima and you haven't found the right location anywhere on the vanilla map.
In this case you can always go to gta5-mods.com and see if you find custom maps other players
have created either with addon props or simply by assembling movie sets with vanilla props.
But you could always build your own custom maps with Menyoo.
A real master of this trade is Zadrium, he even built an entire cafè interior once.
Check out his videos "The Jam Episode 0" and "Dark Room".
Also Jantsuu builds very cool maps for his funny testing videos!
I will make a separate tutorial on how to build creative machinima locations soon because
going into any further detail here would be too much.
So right now I just wanna give you some key information on how to build maps with menyoo.
First of all you should always press F9 for the spooner mode like I've shown you before.
This makes it much easier to navigate around the set and get previews of the objects you
wanna spawn.
You can now search for objects quickly and spawn them in.
This is how you quickly create a romantic beach dinner scene like this.
Table, chair, plates and a lot of other stuff.
Depending on what you're planning to do, you can set each object to be either "frozen
in place" which means they can't be moved by any force like characters or explosions.
Or you set them to dynamic which means they can be moved around and destroyed which is
helpful for breaking windows or bottles.
You don't need to build entire rooms though.
Sometimes it's just enough to fill an existing room with life like I tried to do in my Halloweenception
video.
I placed a notebook, panties, magazines and all kinds of stuff in there to make it look
more realistic and also to tell a story about this character.
Just from the images you learn that she is probably a bit messy but also hard working
and social since there's stacks of paper on her bed and a notebook with Life Invader
on the screen.
If you want to use existing props for your video, it's best to add these objects to
the database if you're gonna change their position.
This way you won't see a duplicate of the object at the original position in Rockstar
Editor later on.
Animations Of course now you wanna have some people sitting
at the dinner table, right?
Well you can do that very easily.
Just go to player options and animations.
You'll already find a selection of funny animations but most of the time you will use
the full list or search feature.
So let's skip to the bottom of this list.
In the settings you can now determine if your animation should repeat infinitely or play
once.
I like to have them repeat forever, even tho sometimes there's a lot of movement and
your character will get carried away.
In the list of all animations you can now search, for example "chair" will give
you a lot of different sitting animations.
The names of the subcontainers already give you a clue of what to expect.
In our example we want a male character to sit on a regular chair.
You can now enter one of these containers and check the animations.
Often you will find the appendix "idle" which are usually perfect loops with no ugly
transition.
Also there are "enter" and "exit" which do just what they say they do.
I recommend to save the animation you found for your current project as a favorite.
You are probably gonna have to reapply it multiple times throughout a shoot.
Also you must never be the character that you place because this can get buggy.
Once your character is animated, you can go to spooner mode and use it to position him
or her correctly.
Most of the time you're gonna have to deactivate the collision of the character or the chair
because otherwise they will do this weird skipping up and down and it will never look
right.
After placing the character you can use Scene Director to switch back to him.
This means you're gonna have to reapply the animation again, but since it's in the
favorite list that's no problem.
Now you open Simple Trainer.
This will allow you to trigger speech events once again.
You can use this knowledge now to place any kind of character on any kind of furniture.
If you have a deckchair, search for "deckchair" in the animations.
It's that simple.
However, this is probably the part that requires the most patience during machinima production.
At least it is to me.
But it can also lead to magical moments that will make your videos unique.
Synchronized Animations Scene Director has these amazing synchronized
animations that will let you use multiple actors simultaneously.
Just go to the tab and preview the animations.
You will always see how many actors are involved in the scene, mostly it's two or three.
Now you gotta check which character plays which role.
So if you want the guy to be able to stab the girl, the guy will have to be actor 1
and the girl is actor 2.
You can reverse the roles by removing the actors from the list and re-entering them
in the correct order.
You can put these animations onto a keyboard shortcut if you wish.
As you can see with some animations the characters jump to a seemingly random position in relation
to actor 1.
In open spaces this usually isn't a problem because you can just place everything else
where it needs to be.
Indoors however it can be tricky to place, but here's how you do it: Save the desired
synced animation to a keyboard shortcut.
Then go into record mode for your actor 1.
Hit the keyboard shortcut for the synced animation and let it play all the way till the end.
End the record mode with Alt+E or ALT+R. Now test if it worked by setting the scene to
active again.
If yes, then go to the "Edit Scene" menu.
You can now change the topmost entry to "anim " for actor 1 and you'll see how the starting
point of the anim changes compared to where you stood before.
Then you can hit "edit position" and move the characters around so they fit with your
surroundings.
Hit edit position again so the circle is blue and the position is locked.
It takes some time to get used to the controls but it's definitely better than moving the
character around by walking.
Admittedly, many creators use these animations because it's an easy and quick way for action
that doesn't look too bland.
So you're gonna see those often in other machinima as well.
It's up to you if you wanna use them.
Lighting Also, let's talk about lighting.
If you have night scenes you can and should use custom lights to improve the look of your
shots.
There are a number of ways to do this.
The quickest way is to spawn cars and have one of the main characters sit in there - this
is important because if you use any other character as the driver the lights won't
be dynamic.
Then you just position the cars and turn the high beams on or off.
The second way to do it is by using the Spooner Mode again.
Just search the object list for "light" or "lamp" and you'll find a ton of cool
lighting options.
For instance I lit up an entirely custom made studio in my video "The Truth about Chemtrails"
which was very GPU intense.
Feel free to discover the different light models yourself.
Please note that none of these customly spawned lights will transfer into Rockstar Editor
if you're shooting inside buildings.
Also none of these lights works during daytime.
Keep this in mind or else you'll face a bad surprise.
The third option is very cool, too.
In Scene Director you can give an actor a stage light.
It's important that you don't use the spotlight option but instead go to Edit Scene
mode and add a light in there.
You can then give each light individual movement, rotation, flickering, make it follow your
character and give it a certain color.
The only thing that's kinda confusing as of now is that once you've spawned a light
you can't change the angle of the light by moving the camera around.
You can only go left and right and back and forth with it.
So make sure to adjust the angle of the spot first and then spawn it.
As opposed to the spotlights in Menyoo and Scene Director these stage lights will transfer
into Rockstar Editor.
The last tip for lighting I wanna give you is to first do a test shot of the light in
Rockstar Editor because from what I've experienced it turns out a lot brighter than it is ingame,
especially when you're rendering with EVE.
More Recording Time Another useful option in Simple Trainer is
to deactivate pedestrians and cars altogether.
This not only removes a lot of random factors that could ruin your shots and potentially
hours of work, but also it opens up more performance for your recordings.
For instance if I have all peds and cars active I can record around 40 to 60 seconds with
action replay.
If they're out of the equation, I can easily record up to three minutes worth of footage.
But then again, there are a lot of scenarios where you need the ambience of an actual city
in the background.
Part 4: Camera Efficiency
You have now successfully captured your scene.
The next step is to find the right angles to tell a story.
I have talked about this a lot of times before, for example in my first big Rockstar Editor
Tutorial and in the Advanced Camera Tutorial.
Go and watch them now if you haven't, you'll learn a lot of basic and extended stuff there.
In here I wanna talk less about what specific settings you should use but more about how
to utilize the camera to use what you have recorded to be fullest.
What I mean by that is you shouldn't necessarily place one clip only once in the timeline because
you can try different perspectives with the same clip.
During dialogues you don't have to show the talking person's face all the time.
Let me show you an example of how this would look like.
In a serious context this is a really boring style, but it can also be useful for comedic
effect if you do the timing right.
This very linear montage also limits your freedom of inserting the voice acting at a
good pace.
This is why in actual movies it is common practice to show the character that talks
from behind, which allows you to put dialogue over footage where there was no actual talking.
Also you can show the other character's reaction to what is being said at the same
time.
Let me show you the same scene improved with this knowledge.
How do you do that in Rockstar Editor?
Well, there's no real magic to it.
If you have recorded two separate clips – one for each speaking character – you could
use both clips twice.
In the first instance you film the speaking character from the front, in the second instance
from behind.
This will leave you with four clips total and you can easily assemble these into a real
dialogue.
But you can also shoot actual separate reaction shots where the facial expression of the listener
changes.
I know that this process creates a lot more footage to render, which means longer export
times as well as bigger project sizes.
But using this as a starting point for practice you will get a good intuition for how much
footage you'll eventually need for your dialogues, especially when working with a
detailed script.
The next important thing for filming a scene is to have enough variations in the angles
because once again this will give you more freedom during editing, especially for fast
paced montage styles.
Plus you will be able to hide the fact that your scenes are not one continuous shot.
Let me show you an example: In this shot we once again have a car chase.
Instead of just showing angles alternating from the first car and the second car, you
can also show closeups of the cars like a spinning wheel, the dashboard or the drivers
face.
Alternatively you can use long shots to show the cars racing through the city, how about
a nice top down view that simulates a police helicopter?
Or maybe you show the cars speeding by a character that doesn't participate in the chase?
The viewer usually doesn't notice the location changes between shots unless they are very
abrupt, say in one moment we're downtown and suddenly we're out in the country.
And this is a lucky situation for machinima because in GTA V it's kinda hard to create
a real continuity because the traffic and pedestrians walking on the street are random.
If you edit cleverly nobody will notice.
Even if you don't edit cleverly people won't notice.
Two more important things about car chases: A – keep your camera moving at all times.
If you have sudden stops of a dolly ride in there it will kinda break the flow of the
chase.
B – when making a cut, don't jump the 180 degree axis between the two cars.
You can cross this line if you do a continuous pan because the viewer won't lose orientation
during that.
But remember: If you cut again after switching the side you must stay on that same side again.
It's important so your audience will always know which direction the cars are going.
You can try to watch your footage muted to focus better on if the images make sense standing
alone.
The last important thing I wanna talk about in terms of camera work is to use the camera
wisely so the viewer is able to understand the constellations of the characters.
I've talked about this in my first Rockstar Editor tutorial: There is this thing called
an establishing shot or a long shot that is usually seen whenever there's a change in
scenes.
This helps your audience to get a quick overview of where we are and who is gonna be in the
picture.
After you've made clear where your characters are you can start getting in closer with the
camera if there is any dialogue or if you wanna show what they're doing.
In this example I have now established this group of people.
If I wanna introduce a new character I will once again try to show where he is, in this
case I'll look over the shoulder of a policeman observing the group.
Then I can show a closeup of the officer to visually tell the audience: This guy is up
to something but we don't really know it yet.
And that's also how you build up tension in your scene.
A rule of thumb in Hollywood is "show, don't tell".
Because after all it's a movie and not a book reading.
So the more story you can convey with images, the less cringy dialogue you will need.
And that's about it for this tutorial.
There are many more advanced techniques which I'm gonna have to learn myself.
But the video was quite massive and contained a ton of useful stuff as it is.
If you feel that I've missed something or if you have any questions, just hit me up
in the comments and I'll try to help you out.
The script for this was 12 pages long by the way.
This took a looong time to put together so in case you enjoyed my tutorial please consider
becoming a Patron or supporting me by sharing my content on social media.
Thank you for watching, whanowa over
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