Produce

Your screenplay, shot by shot.

Turn a finished script into a shot list, references that stay consistent, storyboards, sound and video, then cut it on a timeline. All in the same project, all reading the same pages.

We'll follow one scene all the way through: scene 9 of Station One. At orbital dawn, Ines looks out of the Cupola and sees Peanut, her brother Tomas's scorched four-legged repair drone, crawling on the truss.

00 · HOW IT FITS

The script is the source of truth.

Production picks up where the pages end: shot list, references, frames, video, export. Each stage reads the one before it, so a shot knows its scene, a storyboard knows its shot, and a video take knows its storyboard.

SCREENPLAYFinished pagesfrom Write, or imported
SHOT LISTShots per sceneplanned, then written
REFERENCESOne look per thingcharacters, places, props
STORYBOARDSBoards & framesfrom shot + references
VIDEO · SOUNDTakes per shotvoices, music, effects
TIMELINECut & exportMP4, PDF, packages
01 · SHOT LIST

Planned like a director, then shot.

Shot List Wizard reads a scene and breaks it into shots: what happens, camera, movement, lighting, sound, duration, and which references appear. Choose how it directs.

Cinematic StyleClassic film coverage, visual storytelling first.
Quick CutsShort shots, high energy.
Long TakesExtended shots that let a scene breathe.
Vertical FormatComposed for phones and social.
Dialogue CoverageEstablish, over-the-shoulder, reverses, reactions. The 180° line holds.
Action / Stunt PrevizClear geography and A/B/C angles.
Comedy CoverageHolds and reactions, so jokes land.
Music Video / PerformanceRhythmic, motif-driven, intercut with B-roll.
Montage / B-Roll BuilderThematic clusters of 2–3 second beats.
Suspense / HorrorNegative space, slow push-ins, delayed reveals.
Documentary HandheldVérité: handheld, snap zooms, micro-reactions.
Unusual AnglesDutch tilts, top-down, extreme close-ups.

Two passes

A model asked for shots straight away invents a new look every few shots. So the wizard plans before it writes.

  • Pass 1 plans. Which characters, places and props recur, how long the scene runs, a range for the shot count, and a visual memo anchored at the opening and at 25, 50 and 75%.
  • Pass 2 shoots. It writes the shots against that plan, and every shot must reuse the tokens pass 1 created. No new "woman in a flightsuit" halfway through.

Pass 1 · visual memo

anchored across the film
OPENING

How the film looks when it starts.

25%

Where the look has moved by the end of the setup.

50%

The midpoint palette and light.

75%

The look going into the ending.

Clips a generator can actually make

Video models make short clips, so every shot is sized for one. Pick one of 11 clip lengths from 5 to 35 seconds, and how a longer beat is split:

Cut

Each clip ends where the next begins.

Cut with overlap

Each clip repeats the last beat of the one before, so video generators can stitch them.

Timestamp

One shot, with timecodes inside it for each beat.

Hidden

No split marks in the shot at all.

Rules it follows

Dialogue is never trimmed to fit a clip. The beat is split instead.
Lighting keeps the same dominant source position across all coverage of a scene.
A new object becomes a recurring reference only if it appears in at least two shots.

What a shot looks like in BeatBandit

Station One, scene 9, shot 7: Peanut taps the truss three times and the knocks arrive through the Cupola frame under Ines's hand. The wizard wrote every field below; the chips are the references this shot draws from. Everything is editable.

BeatBandit Shot List, scene 9, shot 7 (15 seconds): reference chips #INES1, #CUPOLA1 and #TOMASSKETCH1, then the written fields What we see, What happens, Characters, Camera / framing, Movement, Lighting and Other sounds.
Shot List · Station One · scene 9, shot 7 · the real screen
The same shot's assets in BeatBandit: a pencil previs storyboard and a finished storyboard, side by side, with Generate image, Generate audio and Generate video buttons.
The same shot's assets: previs and finished storyboard, with image, audio and video generation one click away
02 · LOOK

Art direction before the first frame.

Pick a visual style for the project, then generate a moodboard for each scene: the characters, the rooms, the props and the light, on one board. It's how you find out the look is wrong before you've paid for fifty frames.

Scene moodboard · Scene 9, the Cupola
Moodboard for scene 9: Ines lit by console displays, the observation Cupola at orbital night, the exterior camera feed, slew commands, manual iris control, the drone on the truss, the Houston comms panel, orbital dawn, and the far end of the truss.
03 · REFERENCES

Ines looks like Ines in shot 1 and shot 300.

Consistency is the hard problem in generated film. BeatBandit treats it as a data problem: every recurring character, place and prop gets a token and a reference, and every image and video generation uses them.

Recurring references · Station One

Three references, one world: every frame of scene 9 is drawn from these.

Character reference sheet for Ines: a face close-up and a full-body view in a green flightsuit and utility vest.
#INES1 · character
Four views of the observation Cupola at orbital dawn: angled windows, the control station with twin displays and keyboard, and cabling below the frames.
#CUPOLA1 · environment
Prop reference for Peanut: a scorched, pitted four-legged repair crawler with "PEANUT" painted on its hatch, a small solar panel, a red status light and a copper-wrapped drill-motor leg.
#PEANUT1 · prop

How references work

  • One token, the whole project. #INES1 means the same face in scene 2 and scene 36. Shots, storyboards and video prompts all resolve the token to the same images.
  • Variants when a look changes. A spacesuit, an injury, a haircut: the token keeps its identity and gets a new numbered variant, so the change is deliberate, not drift.
  • Places from every side. Environment references are sets of unlabeled views from several angles, so a reverse shot is still the same room.
  • Merge without breaking anything. Two tokens that turned out to be the same thing merge into one, and every reference moves with it.

A voice, too

Each recurring character also carries voice direction, written in pass 1 and editable. It drives generated dialogue, or you upload a sample of the real voice. Ines:

#INES1 · voice direction

Middle-aged female, low restrained register, concise diction, measured pace, and a lightly worn texture. Quiet, controlled delivery with long thinking pauses; avoid melodrama or overt sentimentality.

04 · STORYBOARDS

Finished boards, or rough previs.

Every board is drawn from the same two things: the shot and its references. Rough previs to work out blocking fast, or a finished storyboard to show people the film. Same references, same Ines, same Peanut.

Storyboards · Scene 9 · #INES1 + #CUPOLA1 + #PEANUT1
Previs · Shot 9.4
Six-panel pencil previs for scene 9, shot 4: Ines at the Cupola controls watching an unreadable truss feed, the console clock, dawn breaking over the edge of the Earth, and the feed blowing out to white as she squints away.
Orbital dawn rises and the camera feed blows out to white.
Storyboard · Shot 9.7
Six-panel storyboard for scene 9, shot 7: Ines watches the exterior feed in the Cupola; Peanut's drill arm taps the truss once, then twice more; the knocks vibrate through the frame under her hand; she exhales and compares the feed with Tomas's drawing.
Peanut taps the truss three times; the knocks arrive through the Cupola frame under Ines's hand.

Draw on it to change it

Circle the hand, write "palm flat on the glass", and an edit model applies it. Every edit is a new version; the old one is never overwritten.

Continuity from the last shot

The previous shot's image can ride along as a reference, so the room, the light and the costume carry over, without copying the composition.

First and last frames

Generate photoreal first-frame and last-frame candidates for a shot, and hand the video model both ends of the move.

05 · SOUND

A film is half sound.

Voices, music, effects and full scene audio are generated in the same project, as assets you can audition, pick between and drop on the timeline.

Voices

Dialogue and speech in each character's voice, from the voice direction on their reference or from a sample you upload.

Music

Score and cues from dedicated music models, placed on their own audio track.

Sound effects

Ambience and spot effects from a text description: the hum of a station, a drill tapping on metal.

Scene audio

A shot's full soundscape, timed to the shot, which video models that accept audio can use as a reference.

Sound · Station One · scene 9
Scene audioByteDance Seed Audio

Shot 9: Houston calls, Ines doesn't answer

The Cupola's scrubber and hum, capture tones, and Marcus on the radio: "Station, Houston, how do you read." Then, quieter: "Ines."

Sound effectElevenLabs

Three knocks through the hull

Once, twice, then a little harder: the knock Tomas always used, felt through the station's frame.

MusicElevenLabs Music

Orbital dawn

A 30-second cue for the reveal: a low pad, sparse piano, and a string swell as the sun breaks over the Earth.

06 · VIDEO

27 video models. One continuous scene.

Generate takes per shot with the model that suits it, keep the ones that work, and let each accepted take inform the next.

Video · Scene 9 · final cut · 15 seconds · Seedance

Every shot, its own model

27 models across 11 families, image-to-video and reference-to-video. A few of them:

Veo 3.1KlingSeedanceSora 2Grok ImagineLTX-2Luma Ray 2Vidu Q3PixVerse v6

Continuity you can see

  • Storyboard to video. A take starts from the shot, its references and its board or first frame, so the clip moves the way the shot was planned.
  • Accepted takes build continuity. Accept a take and it is stored as a timestamped contact grid. The next shot can be generated against it.
  • Changes ripple honestly. Replace an earlier accepted take and every take that depended on it is marked stale, so you know exactly what to regenerate.
  • No surprise score. By default, video models are told to leave out background music and keep only the sound of the scene. Music is yours to add.
07 · TIMELINE

Cut it like an editor.

A real multi-track timeline for video and audio, with the tools editors expect. Takes and sound from the project are already in the assets panel.

Multi-trackBladeRippleRollSlipSlideSnapUndo / redoAutosave

Out the door

MP4

The cut, rendered with an audio mix and loudness normalization.

Shot list PDF

Every shot with its fields, for a crew or a producer.

Shot list + images ZIP

The shot list with its frames, ready to hand off.

LTX Desktop package

The project packaged for import into LTX Desktop.

Models

The best image and video models, per shot.

Storyboards and frames come from 11 image models, like Nano Banana 2, GPT Image 2.5 and Seedream 5.0 Pro, with 4 edit models for drawing on a frame. Video comes from 27 models, including Veo 3.1, Sora 2 and Seedance. New models are added as they come out.

  • Google
  • OpenAI
  • ByteDance
START FROM THE STORY

No script yet? Start in Write →

Or read Station One, the screenplay every frame above comes from, on the Samples page.