Save the Cat 15 Beats and the Hero's Journey 12

What stops most writers learning structure is not the names but the placement. Everyone grasps what a midpoint is; far fewer know what page it should land on. This note puts the placement of both structures into a table.

What we call a beat

A word on terms first. A beat is the smallest dramatic unit of a story — a stretch after which the character no longer stands where they stood before. That is the unit both structures below are counting.

The word carries a second meaning in a screenplay: the short pause written into a line of dialogue. Where those two senses sit on the same screen, writers have to stop and ask which one is meant. In Korean, Movie Kick therefore uses a separate word (플롯포인트) for the structural unit and keeps beat in English. Same unit, one name per language.

One more convention, since placement is the subject here. A screenplay page reads as roughly one minute of screen time, so a 120-minute feature runs about 120 pages. To read the table below in pages, take the number in the minutes column as it stands.

Save the Cat 15 beats

Blake Snyder set this out in 2005. The engine is the protagonist's inner change — the gap between what they want and what they need, and the closing of it. It suits stories where that gap is the plot.

#Beat한국어PlacementOn 120 min
1Opening Image오프닝 이미지0–1%0~1 min
2Theme Stated테마 제시5%6 min
3Setup설정1–10%1~12 min
4Catalyst촉매10–12%12~14 min
5Debate논쟁12–25%14~30 min
6Break into Two2막 진입25%30 min
7B StoryB 스토리25–30%30~36 min
8Fun and Games재미와 게임30–50%36~60 min
9Midpoint미드포인트50%60 min
10Bad Guys Close In악당의 접근50–75%60~90 min
11All Is Lost모든 것을 잃다75%90 min
12Dark Night of the Soul영혼의 어두운 밤75–85%90~102 min
13Break into Three3막 진입85%102 min
14Finale피날레85–99%102~119 min
15Final Image파이널 이미지99–100%119~120 min

Three placements get quoted most. Midpoint sits at exactly half, 50% — a false victory or false defeat, and the stakes rise from there. All Is Lost sits at 75%, the lowest point in the story. Break into Three is 85%, leaving the last 15% for the finale.

Against the familiar three-act shape: everything up to Break into Two (25%) is act one, everything from Break into Three (85%) is act three. The 60% between them is act two, which is why act two is the part that collapses.

The Hero's Journey in 12 stages

Christopher Vogler arranged Joseph Campbell's argument into twelve screenwriting stages in 1992. It suits stories of departure and return, where outer adventure and inner growth run alongside each other.

#Stage한국어PlacementOn 120 min
1Ordinary World일상 세계0–10%0~12 min
2Call to Adventure모험으로의 부름10–12%12~14 min
3Refusal of the Call부름의 거부12–15%14~18 min
4Meeting the Mentor멘토와의 만남15–20%18~24 min
5Crossing the Threshold관문 통과20–25%24~30 min
6Tests, Allies, Enemies시험·동료·적25–50%30~60 min
7Approach to Inmost Cave가장 깊은 동굴 접근50–55%60~66 min
8Ordeal시련55–65%66~78 min
9Reward보상65–75%78~90 min
10The Road Back귀환의 길75–85%90~102 min
11Resurrection부활85–95%102~114 min
12Return with Elixir영약과 귀환95–100%114~120 min

The middle is where it differs from Save the Cat. Tests, Allies, Enemies covers 25–50% on its own, and the Ordeal falls at 55–65% — later than the midpoint. The weight of the crisis sits slightly further back.

Placement is a window, not a rule

Do not read these percentages as page counts. “Midpoint 50%” does not mean the midpoint occupies half the film. It means the window in which that beat may open is somewhere around the halfway mark.

So windows overlap with their neighbours, and stretches remain that no beat claims. A placement written as a single point with no width (50%, 75%) is a beat that resolves inside one scene.

Fixing placement in advance is not there to tell you what to write. It is there to make the empty stretches visible. A draft that has to hold two hours will often play its first thirty minutes well and then circle for forty — and the person writing it is inside it, so they cannot see the circling.

In Movie Kick

Movie Kick asks you to pick one of five structures at the plot stage. Alongside the two above there are Situation-Driven 11, Relational Arc 10 and Time Variation 6 — the last three built for stories the first two do not hold well.

Once a structure is chosen, the slots it asks for open as blanks, each with a suggestion of what it needs to become in your particular story. Slots can be moved or deleted at any point. What matters is not the filled slots but the empty ones.

To compare the structures side by side, see Beats and five plot structures. For the layer that reads beats in groups, see What a treatment is.

Start with Movie Kick