Sora Shot Design
Define where attention goes, how the camera moves and how the shot connects to its neighbors.
#Common framing
Wide shots establish a setting or world. Medium shots combine the person and action. Close-ups emphasize emotion or product detail but make subject errors more visible.
#Describe movement concretely
Examples include slow dolly in, side tracking, a static camera with subtle movement and an overhead reveal. Movement should direct attention rather than become the main spectacle.
The source notes difficulty with very rapid movement in Sora 2. Treat complicated motion, collisions and several moving subjects as cases for short, carefully inspected tests rather than assuming a longer prompt solves them.
#Common design failures
Too many goals in one clip can undermine setting, character, product and emotion simultaneously. Strong movement can make explanations hard to follow. A beautiful isolated shot may still fail within a sequence.
#Three questions
What is noticed first? What emotion does the shot carry? How does it connect to the preceding and following shots? Without the last answer, it remains an isolated visual rather than a sequence element.