CLASS NOTES:
CG130 Drawing & Design Fundamentals
 
 

 

SCREEN DIRECTION
 
 
OVERVIEW:
 
   


"We rekon time left to right."

Here in the United States we read left to right, so as a story progresses we are continuously moving further and further to the right. One result of this way of reading is that we develop a feel for the passage of time in any left to right experience, and expect that it is there in anything we look at. We tend to automatically be more comfortable when our perception (what we view) is moving in a way which is normal to our expectations.

Below are two images with the only difference being the direction of movement.
What observations can you make the differences between them?
Which one is working harder?
Do they have the same feel to your senses?

   

 
 

   

While there will always different levels of reaction to what we see, the second image goes against our sense of natural order, and gives off a feeling that the figure traveling from right to left is working harder against the storm. Note: This is the opposite in countries where people read right to left. Be cognizent of your audience when designing.

It is because of this effect (noted long ago) that in the vast majority of scenes Directors have their characters Enter Stage Left, perform the action they need to perform, and Exit Stage Right. It feels normal to the audience and is more readily accepted. There will surely be exceptions to this thought, but let it be a guide along your way to good design. For American audiences your action should flow from left to right UNLESS you have a specific reason not to. Don't just arbitrarily mix them without a reason to do so. Remember the first definition of Design?

"Design is anything but chance."

   

   

Don't be afraid to experiment with camera angle and screen direction. Work around your scene and try different approaches to the image you are trying to design. One version might be more powerful than another... and in fact, there probably is one best solution. Each scene has many different possible camera angles, so give more than one a try with each design you begin. It is up to you to play the audience screen direction to your advantage.

See the two images below: Note the differences and how one
might be better than the other, depending on the focus of the design.

   

 
 

 

     
 
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