Gaming
Cut on the decision, not the action.
Working turnaround, brief to first cut
- Dead air is removed before anything else. Walk-ups, reloads, rotations.
- Every clip enters on the moment of choice and leaves on the consequence.
- Callouts and comms are subtitled only where the audio genuinely fails.
- Zoom is reserved. Used on every kill it stops meaning anything.
Gameplay is mostly waiting. The audience is not there for the waiting, and a viewer who has to sit through it once will not sit through it twice. Cutting on the decision keeps the tension that the raw footage already contains and throws away the part that leaks it.