Chapter 1 · Before You Write

What Makes an Idea Worth Filming

Most first films do not fail on set. They fail eighteen months earlier, when someone decided to make something that was never going to work, and nobody said so out loud.

An idea is worth filming when it survives four tests: it is specific enough to picture, it is small enough to actually shoot, it has a reason to exist as a film rather than as anything else, and it is interesting to somebody other than you.

Most ideas fail at least one. That is normal, and finding out now costs nothing. Finding out on day nine of a fourteen day shoot costs everything.

This is the least glamorous post in this course and probably the most useful. Development is free. Every stage after it is not.

The reason this stage gets skipped

Development has no equipment, no crew, no footage, and nothing to show anyone. It feels like procrastination. Shooting feels like progress.

So people skip it. They take an idea that excited them on a Tuesday night, write ninety pages, and discover in pre-production that the story needs a hospital, a car crash, a five year old, and a dog, and that the emotional climax happens in a location nobody will ever let them film in.

The idea was not bad. It was just never interrogated.

Every problem you do not solve in development becomes a more expensive problem later. There are no exceptions to this.

Test 1: Can you picture a single frame?

Not the theme. Not the message. An actual image.

"A film about grief" is not an idea, it is a subject. "A woman keeps setting two places at dinner" is an idea, because you can already see it, and the seeing does the work the sentence does not.

This is the difference between a concept and a premise. Concepts are abstractions: loneliness, corruption, ambition. Premises are situations: a specific person, in a specific bind, doing a specific thing. Cinema is a visual medium in the most literal way. If you cannot see it, the camera cannot either.

A practical version of this test: describe your film to someone without using any abstract nouns. No grief, no identity, no belonging, no journey. If you cannot, you have a subject and not yet a story.

Test 2: Can you shoot it with what you can actually get?

Write down, honestly, what you have access to. Not what you hope for. What exists.

  • How many locations can you get for free or cheap, and what are they?
  • How many actors can you realistically cast and direct?
  • How many shooting days can you fund and get people to show up for?
  • What is genuinely off the table? Night exteriors, crowds, children, animals, vehicles, water, fire, stunts, period costume?

Then look at your idea against that list. The goal is not to shrink your ambition. It is to move your ambition somewhere it can survive.

This is a craft skill, not a compromise. Constraints applied early are invisible in the finished film. Constraints discovered late are the reason a film looks cheap: the scene that needed six extras got two, the fight got one angle, the rain never happened.

The most common budget killer

Not explosions. Company moves, meaning packing up the entire unit and relocating mid-day. Each one can cost you a couple of hours of shooting time. A script with eleven locations is not eleven times harder than one location, it is worse than that, because the moves eat the day. Rewriting three scenes to happen in a location you already have is the single highest-value thing most first-time filmmakers can do to their script.

Test 3: Why is this a film?

If your idea would work equally well as a short story, a podcast, or a stage play, ask what the camera is actually contributing.

The honest answer is sometimes "nothing", and that is worth knowing. Films are good at specific things: showing two things at once, withholding information from the audience or from a character, putting you inside a face, controlling exactly when you learn something and for how long you sit with it.

An idea that uses at least one of those is a film. An idea where people mainly explain things to each other is usually a play that has not admitted it yet.

A person reading a script and making notes with a pen
Every problem caught at this stage is free. Photo: Unsplash.

Test 4: Is it interesting to anyone else?

This is the one people avoid, because it is the one that hurts.

Describe the idea out loud to three people who will not be polite with you. Not "read my script", which nobody has time for and which tests the writing rather than the idea. Just tell them what it is, in about thirty seconds, and then stop talking.

Watch what happens next.

  • If they ask a question about the situation, the idea is working.
  • If they say "that's interesting" and change the subject, it is not.
  • If you find yourself adding "but the point is..." or "it's really about...", the idea is not carrying itself and you are compensating.

That last one is the real signal. When you have to explain why something is interesting, it is not yet interesting. This is uncomfortable and it is also the cheapest possible feedback you will ever get.

The questions worth writing down

Before you write a word of script, answer these on one page. If you cannot answer one, that is the thing to go and solve.

  1. Who is the main character, and what do they want in this specific story, concretely enough that we would see them succeed or fail at it?
  2. What is stopping them, and is it strong enough that they cannot just walk away?
  3. What changes by the end? If nothing changes, why are we watching?
  4. What is the one scene you already know you want to shoot? Does the story actually build to it?
  5. What would make you abandon this project? If nothing would, you have not been honest yet.

Question 4 matters more than it looks. Most people making a film have one scene in their head that started the whole thing. If the story you are building does not lead to that scene, you are writing two different films.

What "not worth filming" actually means

It usually does not mean the idea is bad. It usually means one of these:

  • Too big for now. Keep it. Make it in five years. Write something else with the same feeling.
  • A subject, not a story. Go and find the specific person and the specific bind inside it.
  • Already made, better. Genuinely check. Then decide whether your angle is different enough to justify the years.
  • Only interesting to you. Sometimes this is fine, if you are making it for yourself and you know that going in. It stops being fine when you ask twenty people to work for free on it.

Killing an idea in development costs you an afternoon. Killing it in post costs you a year, a lot of money, and some friendships. The whole point of this stage is that it is the cheap place to be wrong.

Next

Once you believe the idea holds, the next job is compressing it into a form other people can judge fast: the logline. It is two sentences, it is much harder than it sounds, and it is the most efficient diagnostic tool in development, because a premise that cannot survive a logline usually cannot survive a shoot either.

When the idea is ready

Once you know what you are making, the next job is turning it into a plan. Film Logic takes you from the script through breakdown, schedule and call sheets, so the idea you fought for does not get lost in the admin.

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Next in the series
How to Write a Logline That Actually Works