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How to Shoot Video That Doesn't Suck · 11 of 13
How to Shoot Video That Doesn't Suck
Video HIGH

Rules of Thumb

heuristics quick-reference decision-rules checklists

Key Principle

Every rule below distills a recurring pattern from across the book into a quick decision shortcut. When in doubt on set or at the timeline, scan the relevant phase and act.

Pre-Production Rules

  • Cut your plan by two-thirds. Whatever length you estimate, divide by three. Your brain lies about duration. (Ch. 9 — Rubbermaid Rule)
  • Pitch it in three sentences or fewer. If you cannot summarize the video that concisely, you do not understand it yet. (Ch. 11)
  • Start with intent, never results. Ask "what guides my shooting decisions?" not "what do I hope happens after?" Results are unactionable. (Ch. 2)
  • Story-check with "It's about a..." If you cannot finish that sentence with a hero and an action, you do not have a story. (Ch. 6)
  • Brainstorm hot, evaluate cold. Generate ideas with zero judgment first; select and rank only after the list is exhausted. (Ch. 4)
  • Make a shot list. Every entry is a noun plus a verb. Brainstorm all shots, sequence for story, reorder for shooting efficiency. (Ch. 17)
  • Script is the cheapest fix. Problems caught on paper cost nothing; problems caught on set cost everything. (Ch. 14)
  • Never carry more camera than you can operate. The "too much camera" problem makes shoots slower and footage worse. (Ch. 22)

Shooting Rules

  • Think in shots, not recordings. One subject, one action, one shot. Stop recording between shots. (Ch. 7)
  • Keep shots under 10 seconds. Most professional shots are far shorter. Short shots force the audience to actively process. (QSG, Ch. 27)
  • Zoom with your feet. Walk closer on a wide lens. Zooming degrades image stability, audio, and composition. (QSG, Ch. 28)
  • See the whites of their eyes. If you cannot see eye detail in the frame, you are too far away. (Ch. 29)
  • Set the shot and hold it. Static camera is the foundation. Move only with clear motivation. (Ch. 30, Ch. 31)
  • Keep the light on your side. Light should travel from the camera side toward the subject, not the reverse. (Ch. 32)
  • Check the background before you roll. Remove distractions, darken them, shift the camera, or relocate entirely. (Ch. 40)
  • Compose off-center. Place subjects in the outer thirds, not dead center. Asymmetry reads as natural. (Ch. 42)
  • Say no to bad shots immediately. Keeping unusable footage costs cognitive effort later and clutters the edit. (Ch. 37)
  • Review footage daily. Dailies are the only way to find usable material and correct course. (Ch. 43)
  • Use an external microphone. Proximity is the single biggest variable in sound quality; the camera mic is always too far. (Ch. 46)
  • Casting is 85% of performance. The remaining 15% is staying out of the way (10%) and support (5%). (Ch. 19)

Editing Rules

  • When in doubt, cut it out. Uncertainty about whether something works is the signal to remove it. (Ch. 66)
  • Get in late, get out early. Enter scenes at the last possible moment; leave as soon as the point lands. (Ch. 67)
  • Everything must be good AND have a reason. The Rule of Less: both conditions must be true or the material goes. (Ch. 61)
  • Cut on action. Trim a frame before movement starts; let the action begin in the next shot. The edit hides inside motion. (Ch. 62)
  • Only three transitions exist. Cut, dissolve, wipe. Everything else signals amateur work. (Ch. 65)
  • Trim from both ends. Remove lines from the front until cutting more breaks the scene, then repeat from the back. (Ch. 67)
  • Bookend for closure. Return to the opening image or location with a visible difference that shows transformation. (Ch. 63)

Sound & Music Rules

  • Closer mic beats better mic. A cheap lavalier on the subject outperforms an expensive mic on the camera. (Ch. 46)
  • Zoom does not zoom sound. The lens magnifies the image; the microphone still hears everything around it equally. (Ch. 46)
  • Add sound in post. Ambient sound, effects, and room tone layered after shooting heighten reality beyond what was captured live. (Ch. 68)
  • Music gives rhythm and emotion. Choose tracks that set pace and feeling; consider playing opposites for surprise. (Ch. 69)

Finishing & Feedback Rules

  • Show work only after exhausting your own fixes. Do not waste feedback on problems you already know about. (Ch. 72)
  • Distinguish as-is from if/then critics. As-is critics improve your video; if/then critics want a different video. Only the first group helps. (Ch. 73)
  • Act on trends, not single opinions. When multiple viewers flag the same spot, that is signal. One person's suggestion is noise. (Ch. 74)
  • Ship and start the next one. Each new project teaches more than endlessly polishing the last. (Ch. 75)

The Meta-Rules

  • The opposite of good is off. Audiences do not watch bad video — they leave. Invisibility is the real failure mode. (Introduction)
  • Entertain first, everything else second. Entertainment is not opposed to your other goals; it is the prerequisite for all of them. (Ch. 1)
  • Craft over equipment. A good recipe works on a cheap grill. Thinking, planning, and story sense determine quality. (Prefatory Material)
  • Intentionality over autopilot. Every amateur default — standing far away, leaving the camera running, zooming — has a deliberate professional replacement. (Recurring theme)
  • Brevity is a discipline, not a compromise. Shorter forces every element to earn its place. (Chs. 9, 27, 61, 67)

Key Quotes

"Your most important job is to entertain your audience." — Steve Stockman, Introduction

"Take the time you think you need for your video and cut it by two-thirds." — Steve Stockman, Chapter 9

"If you're bored, so is your audience." — Steve Stockman, Chapter 19

"Everything in a finished video has to be good and has to have a reason for being there." — Steve Stockman, Chapter 61

"Work at the top of your intelligence." — Gary Austin, cited in Chapter 36

Related References