Some replies in my previous Animation Essay brought me to another subject. The astute observer will already know that I am about to talk about “clarity in staging”, with an additional foray into “clarity of action”.
Take a good look at King Kong (man! I loved that movie!). During all those incredible fight scenes on Skull Island and the bedlam in NYC, the audience’s eye was always where Peter Jackson wanted it to be. Every action and story point was clear.
When drawing storyboards, I was trained that my drawings should be readable from across the room. That is, the viewer should be able to stand 15 – 20 feet away (3 or 4 metres for my metric friends) and still be able to tell what’s going on. All action and attitude must be clear. Detail won’t help you save a poorly staged drawing. In a story reel (or Leica reel, as some say) the audience will have on average one second to see a drawing. If they don’t know where to look, the effort is lost, and so is the audience. How do you control the audience’s eye, you ask? Here. Allow me to illuminate you: Contrast. The human eye is attracted to the point of greatest contrast in an image. In the human face, it is the eye – the dark pupil against the whites. (But I’m getting ahead of myself). There are 6 main properties, or tools, in cinema to direct the audience’s eye. They are:
- Action
- Lighting/color.
- Shape – the level of complexity of a character, prop, set, etc.
- Camera movement.
- Cutting
- Sound
Now, sound can’t really be counted on to direct an audience attention in a film. Too few theatres have a decent enough system to do that consistently, so I will stick to the first five.
Action obviously refers to a moving character or object. In a still composition, your eye is drawn to the one thing that is moving. Or in a crowded stadium, you will find it easy to pick out the one fellow standing still. If a character turns his eyes to look somewhere else, your glance will follow. Notice the evening news sometime – watch the anchor who isn’t speaking, how he or she keeps actions to a minimum and usually looks to their co-anchor until their time to speak. Same thing applies in acting. If one character is talking, all other characters should allow them to have the screen. Watch a well-acted scene between two characters. They will hand off the shot to each other during the conversation (unless they are a ham and want to steal the scene.) The opposite is true, of course, if the director wants the audience to watch the reactions more than the actions or if he wants you to see the burglar breaking into the jewelry store instead of the cop in the foreground talking about his tight grip on security. This is my biggest point, mostly because we work in motion pictures. MOTION pictures. (Sorry, I’m not shouting, Blogspot won’t let me italicize.)
(The dying character in the forground holds up the flower. The movement of his hand attracts your attention.)

Lighting and color is pretty obvious. Keep the focal point of your composition either the most brightly lit or in silhouette. Contrast, remember? It can be subtle, but it should be there. Keep characters either more or less saturated than the environment, or in a contrasting color palette (e.g. warm vs. cool). Of course, you can let a character blend in to the background and just let their movement be what brings them out.
(The Samurai's lit face contrasts with the shadow of his hat. It's like a target - a white spot in a black circle.)

Shape is a little more difficult to grasp for most folks. I could write a whole chapter on this, there are so many levels. Shortly, a character will stand out from other characters if he is shaped significantly different. Think of all the background characters in “The Incredibles” compared to the main characters. Also, your character will read better if he is significantly more or less complex than your background. (And a character design side note: Don’t make a costume so intricate that it distracts from your character’s face.) You can also use perspective to lead the eye like the drawing below - the bridge railings help point to the far samurai.
(The size and shape contrast here lead your eye to the far character first, along with the perspective lines - also he is black against white for greater contrast. In the final shot, the close samurai steps into frame, so your attention is transferred to him and his movement.)

Camera movement – obviously a moving camera easily directs your eye, you look exactly where you are supposed to. The clearest example of this would be a zoom. There is no question where you want the audience to look. During a long pan (like pointed out a car window), everything zips by, but the barn in the distance that remains still will become a focal point.
Cutting is one of my favorites. You can lead the audience to look at a certain part of the screen, then cut and make them look directly at something in that same spot (often used for shock). Or you can intentionally keep the feeling of the scene frenetic by drastically changing the focal point of the screen. If you make these contrasting focal point during a cut, you will need to give your audience 5 or 6 frames to reorient themselves and find your new focal point. And naturally, better, clearer composition will make this easier for them.
I’m not going to touch sound. I don’t understand it well enough to describe in print. That’s why I rely on my audio engineers during post production.
(Not sure what principle this is, but I liked the drawing. It's clear, yeah?)

Remember, as an animator or filmmaker, you are like a magician, directing (or misdirecting) the audience’s attention to get them to follow your story and to influence (and possibly control) their emotions. In the same way that if a magician’s audience looks to the wrong hand, or under the table, the trick is lost.