The set to scale, the cast on their marks, the dolly on its track — and a viewfinder that answers the question that matters on the floor: does it fit on the 50? Written on the job by a working DP. Reads and writes the Shot Designer files you already have.
Draw the set once, or bring the location in from scout stills. Every piece of kit at its real size, and every lamp with the pool it throws.
Cam BPositions and beats. A walk is a click per stop; a change of pose is a beat that goes nowhere. Play it from any beat, or drag the playhead and take a board anywhere between two.
Cam CSuper 35, large format or anamorphic, the lens set you actually carry, your camera height. Day or night. Take hold of the picture and the camera pans and tilts under your hand.
Cam DShot lists, storyboards tied to the shot they belong to, one PDF for the episode — and the whole scene out to Blender or Unreal at true scale.
Cam ESwitch from Shot Designer in one go — walls, props, cast and all. Scenes in folders on your own drive. Works with no signal. A second screen on the cart.
Draw the room or trace it off a floorplan picture; walls carry their doors and windows, and a door lands three feet wide because a door is. The kit is drawn from scratch at twenty units to the foot, so a fifteen-foot car really is fifteen feet against the grid. Click anything and its size, height and lift are sliders at your left hand.
Walk To… drops a position per click. A change of pose — sitting up in bed, a camera tilting from her feet to her face — is Beat 2 from here, a beat that goes nowhere: beat 1 is kept exactly as it was, height, tilt, pan and lens, and beat 2 starts the same. Parked on a beat, only that beat’s things take the hand, so a walk of five positions is never five things to grab by mistake.
Your camera package — the body by its recording mode, the gate, the squeeze — and the real field of view of each lens on it. Solid figures at their real stature, walls with their openings cut, lamps where they hang and the light they throw. Move the camera and the frame moves with it, beat by beat. Open it wider to see what is about to come into shot.


One camera per shot however many positions it has, lettered A B C D E F G H J K — no I and no O, as a slate counts. Storyboards tied to the shot they belong to. A whole episode as one PDF, a CSV for the AD, and a formatted sheet into Drive.
Switch from Shot Designer on the first screen: point it at your Scenes folder and every scene comes across — walls, props, cast, cameras and beats — and it tells you exactly what did. The files stay Shot Designer files, byte for byte. Scenes are files in folders on your own drive, with a dated second copy anywhere you name. Install it and the whole thing works on a location with no bars.
&finder=1: that screen is the frame and nothing else, following whatever you look through.No subscription, no seat you lose when the show wraps, no renewal in the middle of a shoot. Updates are included, and there are a lot of them.
Sightline, in the browser.
Free until December 12, 2026 for everyone who signs up during the beta. After that, $99 once — $69 founding price if you were here first.
How this is made. Sightline is written by a working director of photography with an AI pair-programmer — Claude, by Anthropic. Features are decided on set and built the same week; the code is what one DP and a model made of them, and it is fixed by the same two hands the day it breaks. That is what you are paying for: software shaped by the job rather than by a company. If that is not the kind of software you want, the Web version is free to try first, and every file stays a Shot Designer file you can open anywhere else.
A stripboard, a breakdown, a budget with real payroll fringes, and call sheets that fill themselves from the board. It works; it has not been through a production yet. Try it and tell me what breaks.
Open the schedulerThe plot on the same set Sightline already drew, the gear list built from it, and the power per circuit.