Creation of Director's Script and Graphics Explication
Director's script — document that translates literary screenplay and storyboard into specific technical and visual solutions for each frame. If literary screenplay answers "what happens", director's script answers "how it's filmed and why exactly this way".
Explication — written justification of visual solutions: why this color palette, why camera moves exactly like this, what should viewer feel at each moment. Explication is needed not for client — it's needed for team that will implement the video.
Structure of director's script
Classic format — table or two-column document:
- Left column: Time code, frame number, shot size (close-up / medium / wide), camera movement, transition to next frame.
- Right column: Character actions, VO / dialogue with time code, technical notes (VFX, Sound FX, music moment).
For game videos add third column: technical constraints and solutions — which Cinemachine settings for this frame, need special animation or can use from library, is there dependency on specific gameplay state.
Key decisions in director's script
Shot size choice. Each size carries semantic weight. Close-up of face — emotion, intimacy, psychology. Medium shot — action, dialogue, interaction. Wide shot — space, scale, character's loneliness in world. Director's script fixes not just sequence of shots, but logic of change: why transition from wide to close-up exactly here, what does it add to scene.
Edit rhythm. Frames per unit time — direct energy management. Action scene: cut every 1–2 seconds, minimal transitions. Emotional reveal: one frame for 5–8 seconds, long hold. Director's script indicates transition type for each cut: hard cut / dissolve / match cut / smash cut.
Match cut and visual rhyme. One of strongest editing techniques: shape or movement at end of one frame repeats at beginning of next. Sunrise → fluttering flag (circular motion). Sword swing → dragon wing swing. In director's script these moments are marked explicitly — otherwise editor will miss.
Graphics explication
Explication — separate document or section that explains visual language of the video. Structure:
Lighting solution. For each key location or emotional phase: light character (hard / soft), color temperature, key light direction, fill light and rim light role. Not "dark atmosphere" — but "overhead directional with colour temperature 4200K, no fill, aggressive rim with orange tint for character separation from background".
Color language. How color works in narrative: which color associates with antagonist, how palette changes with emotional state change. Color grading in post-production: specific Lift/Gamma/Gain parameters or LUT planned for use.
Camera movement style. Camera — viewer's POV. Stationary camera — objective observer. Handheld (camera shake) — involvement, tension. Smooth dolly — epic, scale. Director's script indicates movement type for each angle; explication explains why this type is chosen.
Why explication is needed in game production
In game production cinematography is often done by distributed team: one animator does characters, another — environment, technical artist sets up light, technical director assembles everything. Without single document with solution justification each does "their own way" — and in finale video looks assembled from pieces.
Explication — single source of truth for whole team. "Why does this character have no shadow in frame? Because explication says this revelation scene should look 'outside real world'" — without document this choice in week someone will rewrite as "obvious error".
| Document Type | Video Duration | Timeline |
|---|---|---|
| Director's script | 30–90 sec | 3–7 days |
| Director's script + explication | 30–90 sec | 5–10 days |
| Full package for 2–5 min video | 2–5 min | 2–3 weeks |
Cost is determined by documentation volume and visual solution complexity.





