RED SEA — Line Producer Artifact

This prototype artifact presents the first ten scenes of the screenplay as a production-facing first pass. It combines scene breakdown cards, recurring element packages, estimated page eighths, an automatic days-out-of-days simulation, and expandable script excerpts with highlighted elements for quick verification.

Script: RED SEA Writer: Piers Ashworth Draft: Rough Draft — 1 June 2023 Production: Green Olive Films
Scenes analysed
10
Recurring hero assets
6
Est. page eighths
33/8
Likely shoot blocks
4
High-pressure scenes
8
Top driver
Aircraft + marine work

Recurring production packages

Grouped recurring elements across the first ten scenes

  • Spitfire packageScenes 4, 5, 8, 9, 10
  • Messerschmidt packageScenes 3, 6, 8, 9
  • SS Thistlegorm deck packageScenes 2, 4, 7
  • Marine exterior packageScenes 1, 2, 4, 7, 10
  • Weapons / AA gunsScenes 2, 4, 7
  • Explosions / smoke / battle FXScenes 7, 8, 9, 10

Immediate budget read

First-pass production pressure surfaced from the opening ten scenes

Marine filming Aircraft / aerial unit Action / battle choreography Weapons / armory Military extras Period vehicles / cargo Contained cockpit interiors

Automatic shooting schedule simulation

first-pass stripboard logic, not final schedule

Simulation assumption: the first 10 scenes total an estimated 33/8 pages (4 1/8 pages), but due to marine work, hero aircraft, action beats, and VFX dependency, the sequence is not treated as a single easy “pages-per-day” block. Instead, the simulation groups by location package, unit type, and hero asset recurrence to reduce resets, company moves, and asset holds.

Day 1 — SS THISTLEGORM / Marine Exteriors

Main unitMarine safetyExtras

Block all ship-deck action while the vessel package and military dressing are live: establish cargo deck, gun positions, binocular scans, men reacting to aircraft overhead, and turbulence pass-by.

S001RED SEA establish 2/8
S002SS THISTLEGORM deck / cargo 3/8
S004AA gunner spots Spitfires 2/8
S007AA guns open fire 2/8
S010Ray skims ship / men cheer 8/8

Day 2 — Spitfire Cockpit Unit

Controlled interiorGimbal / process work

Keep Ray concentrated into a cockpit day using a repeatable rig / process setup: radio call, bank-and-dive coverage, low-pass attack, fire run toward bomber.

S005Ray identifies bandits
S008ARay machine-gun run / sea skim
S010AAttack setup into bomber belly

Day 3 — Messerschmidt / Bomber Cockpit Unit

Controlled interiorGerman language / radio

Concentrate Jurgen and enemy cockpit material while the Luftwaffe rig package is active. This prevents spreading German cockpit coverage across multiple days.

S006Jurgen holds formation
S009AEnemy pursuit / defensive flying beats
S010BHeinkel nose gunner / bomb release setup

Day 4 — Aerial / VFX / Battle Plates

2nd unit / VFX heavyExplosions

Capture all skies, formation, maneuver, smoke, and explosion beats as a single aerial package. This is where battle geography and expensive effects are consolidated.

S003Heinkel + six Messerschmidts formation 2/8
S008Dogfights and low-level attack 2/8
S009Air battle maneuvers 4/8
S010CBomb run / exploding bomber payoff 8/8

Automatic Days Out of Days simulation

cast + hero assets

Element Type Day 1 Day 2 Day 3 Day 4 Reading
Ray Thornton Cast SW W H WF Opens on marine exteriors via hero aircraft pass, concentrated on cockpit day, returns for battle payoff.
Jurgen Friedl Cast SW WF Contained into German cockpit and battle plates, minimal hold exposure.
Soldiers / Deck Gunners Extras SWF Fully blockable into one marine deck day.
SS Thistlegorm package Location / hero asset SWF Ship, cargo dressing, AA guns, deck extras all collapsed into one exterior block.
Spitfire package Vehicle / hero asset W W H WF Recurring across deck interaction, cockpit, and aerial action. Hold pressure exists if using a practical hero plane.
Messerschmidt package Vehicle / hero asset W WF Enemy fighter work can stay late in the mini-schedule.
Heinkel bomber package Vehicle / hero asset W WF Bomber attack / explosion package can be concentrated near VFX day.
S Start W Work F Finish H Hold Not needed

Package reports

the same grouping logic, now expanded for cast and departments

Cast packages

  • Ray packageS005, S008, S009, S010
  • Jurgen packageS006, S009
  • Deck soldiers / gunnersS002, S004, S007, S010
  • Enemy pilots / bomber crewS003, S006, S009, S010
Useful because line producer can instantly see who is blockable into one day and who starts generating hold pressure.

Hero asset packages

  • Spitfire packageS004, S005, S008, S009, S010
  • Messerschmidt packageS003, S006, S008, S009
  • Heinkel bomber packageS003, S010
  • SS Thistlegorm packageS002, S004, S007, S010
Useful because hero assets are expensive to spread across days if their beats are not grouped early.

Department packages

  • Weapons / AA gunsS002, S004, S007
  • Military cargo / period vehiclesS002
  • Aerial battle / stunt flyingS003, S008, S009, S010
  • Cockpit interiorsS005, S006, S010
Useful because departments can estimate concentration of effort before a full manual stripboard exists.

Industry-style reports

the reports that become scheduling and budgeting inputs

Cast report

  • Ray ThorntonS005, S008, S009, S010
  • Jurgen FriedlS006, S009
  • Deck gunner / soldiersS002, S004, S007, S010
  • German pilots / bomber crewS003, S006, S009, S010

Location / set report

  • RED SEAS001, S010
  • SS THISTLEGORM deckS002, S004, S007
  • SKIES / aerial platesS003, S008, S009
  • SPITFIRE COCKPITS005
  • MESSERSCHMIDT COCKPITS006

Element recurrence report

  • SpitfiresS004, S005, S008, S009, S010
  • MesserschmidtsS003, S006, S008, S009
  • Heinkel bomberS003, S010
  • AA gunsS002, S004, S007
  • Explosions / black smokeS007, S009, S010
  • Military cargo / vehiclesS002

Scene cards

first ten scenes in production language

Scene 001

EXT. RED SEA — DAY

LocationOpen sea / Red Sea
Page eighths2/8
CastNone on camera
Primary assetsCargo steamship, sea, desert coastline
PressureMarine exterior

Opening marine establish: a cargo steamship sails through pristine Red Sea waters with desert coastline visible in the distance.

Elements
  • Cargo steamship
  • Open sea photography
  • Desert coastline background
Department cues
  • Marine unit
  • Location / vessel logistics
  • Safety / sea ops
Budget flags
  • Marine work
  • Weather dependency
  • Hero vessel establish
Scene text accordion — show original script for Scene 001
CastAsset / vehicleWeapons / battleWardrobeLocation

A cargo steamship sails through the pristine waters of the Red Sea. In the far distance — twenty miles off the ship’s starboard side — we can see the closest land... an endless expanse of untouched desert.

Scene 002

EXT. SS THISTLEGORM — DAY

LocationShip deck
Page eighths3/8
CastSoldiers / deck gunners
Primary assetsMotorcycles, armored cars, locomotives, munitions
PressureHeavy period dressing

The Thistlegorm is packed with wartime cargo; anti-aircraft guns are manned by soldiers in WWII desert khakis.

Elements
  • Rows of BSA and Royal Enfield motorcycles
  • Armored cars
  • Two steam locomotives
  • Munitions / armaments
  • AA guns
Department cues
  • Art department / military cargo dressing
  • Props / armory
  • Costume: desert khakis
  • Extras casting
Budget flags
  • Hero deck dressing
  • Multiple period vehicles
  • Weapons package
  • Extras
Scene text accordion — show original script for Scene 002
CastAsset / vehicleWeapons / battleWardrobeLocation

The four hundred foot long boat is packed with wartime cargo. Most of it — all the munitions and armaments — are in the hold... but there are rows of BSA and Royal Enfield motorcycles on the deck along with armored cars and two steam locomotives. The Anti Aircraft guns in the bow and stern are manned by soldiers wearing World War Two desert khakis.

Scene 003

EXT. SKIES — DAY

LocationAerial / skies
Page eighths2/8
CastEnemy pilots implicit
Primary assetsHeinkel 111, six Messerschmidt 109s
PressureAerial battle setup

A Heinkel bomber flies above the desert toward the sea with six Messerschmidts in formation behind it.

Elements
  • Heinkel 111 bomber
  • Six Messerschmidt 109 fighters
  • Formation flying
Department cues
  • Aerial unit
  • VFX / plate planning
  • Previz / battle geography
Budget flags
  • Aircraft package
  • Complex aerial continuity
  • Second unit potential
Scene text accordion — show original script for Scene 003
CastAsset / vehicleWeapons / battleWardrobeLocation

A Heinkel 111 twin engined Luftwaffe bomber flies high above the desert towards the sea. A wing of six Messerschmidt 109s flies in formation behind the bomber.

Scene 004

EXT. SS THISTLEGORM — DAY

LocationShip deck / gun position
Page eighths2/8
CastForward AA gunner, soldiers
Primary assetsBinoculars, AA gun, eight Spitfires overhead
PressureDeck + aircraft interaction

The forward anti-aircraft gunner scans the skies with binoculars and spots a wing of eight Spitfires.

Elements
  • Binoculars
  • AA gun position
  • Eight Spitfires in formation
Department cues
  • Props
  • Armory
  • Extras / deck action
  • Aerial continuity
Budget flags
  • Aircraft-over-deck interaction
  • Weapons package
  • Marine exterior
Scene text accordion — show original script for Scene 004
CastAsset / vehicleWeapons / battleWardrobeLocation

The forward anti aircraft gunner scans the skies with a pair of binoculars. He tenses when he spots something high above. Through the binoculars we see a wing of eight Spitfires flying in perfect formation.

Scene 005

INT. SPITFIRE COCKPIT — DAY

LocationSpitfire cockpit
Page eighths5/8
CastRay Thornton
Primary assetsSpitfire cockpit, radio, pilot costume
PressureHero cockpit unit

Inside the lead Spitfire cockpit, Squadron Leader Ray Thornton spots the enemy and dives his squadron into action.

Elements
  • Ray Thornton
  • Leather shearling jacket
  • Flying helmet and goggles
  • Throttle / stick / throat mike / radio
Department cues
  • Cast
  • Wardrobe
  • Props / avionics
  • Process / gimbal rig
Budget flags
  • Hero cockpit setup
  • Repeatable interior package
  • Performance-heavy close coverage
Scene text accordion — show original script for Scene 005
CastAsset / vehicleWeapons / battleWardrobeLocation

We’re inside the surprisingly rudimentary cockpit of the lead Spitfire. At the controls is Squadron Leader Ray Thornton — young, confident, wearing a leather shearling jacket, leather flying helmet and goggles. RAY: “This is Red One. Bandits at four o’clock.” Ray banks hard right and the squadron dives.

Scene 006

INT. MESSERSCHMIDT COCKPIT — SAME TIME

LocationMesserschmidt cockpit
Page eighths3/8
CastJurgen Friedl
Primary assetsGerman fighter cockpit, radio, pilot costume
PressureEnemy cockpit unit

Jurgen commands the Luftwaffe escort from inside his cockpit and keeps formation until the right moment.

Elements
  • Jurgen Friedl
  • German radio dialogue
  • Messerschmidt cockpit instrumentation
Department cues
  • Cast
  • Wardrobe / insignia
  • Props / cockpit dressing
  • Language supervision
Budget flags
  • Second cockpit rig
  • Enemy side coverage
  • Parallel setup to Ray package
Scene text accordion — show original script for Scene 006
CastAsset / vehicleWeapons / battleWardrobeLocation

Inside the Messerschmidt cockpit, Obersleutnant Jurgen Friedl commands the Luftwaffe fighter escort. GERMAN PILOT: “Bandits high right.” JURGEN: “I see them. Stay in formation until I give the order.”

Scene 007

EXT. SS THISTLEGORM — DAY

LocationShip deck / AA positions
Page eighths2/8
CastAA gunners, deck soldiers
Primary assetsAA guns, exploding shells, black smoke
PressureWeapons + FX

The anti-aircraft gunners open fire as black smoke puffs burst against the blue sky.

Elements
  • AA gun firing
  • Soldiers operating guns
  • Exploding shell effects
  • Black smoke
Department cues
  • Armory
  • SFX
  • Marine deck action
  • Extras
Budget flags
  • Practical FX / smoke
  • Weapons supervision
  • Reset-heavy action beat
Scene text accordion — show original script for Scene 007
CastAsset / vehicleWeapons / battleWardrobeLocation

The anti aircraft gunners on the cargo ship see the events unfolding above and open fire. The huge exploding shells leave puffs of black smoke against the flawless blue of the sky.

Scene 008

EXT. SKIES — DAY

LocationAerial battle space
Page eighths2/8
CastRay / RAF pilots
Primary assetsSpitfires, machine-gun fire, sea skim, Heinkel target
PressureAction-heavy aerial work

Ray opens fire, squadron fans out, and he dives to less than one hundred feet from the water toward the bomber.

Elements
  • Ray’s firing pass
  • Multiple Spitfires
  • Machine-gun fire
  • Low-altitude run over sea
  • Heinkel ahead with bomb bays open
Department cues
  • Aerial unit
  • VFX / compositing
  • Action design
  • Hero plane continuity
Budget flags
  • Low-level aerial action
  • Weapons fire FX
  • Danger / speed illusion
Scene text accordion — show original script for Scene 008
CastAsset / vehicleWeapons / battleWardrobeLocation

Ray opens up with his dual Browning machine guns. The rest of the squadron follow suit before fanning out to pursue the enemy aircraft. Ray keeps diving — pulling up at the last possible minute — less than a hundred feet from the water.

Scene 009

EXT. AIR BATTLE — DAY

LocationDogfight arena
Page eighths4/8
CastRAF + Luftwaffe pilots
Primary assetsMultiple planes, smoke, hit aircraft
PressureHigh VFX / stunt complexity

Complex aerobatic maneuvers play out across the battle: barrel rolls, Immelman turns, a smoking Spitfire, and shifting attack geometry.

Elements
  • Barrel roll
  • Immelman turn
  • 20mm cannon fire
  • Spitfire hit / engine smoke
  • Dogfight geography
Department cues
  • Previz / aerial design
  • VFX
  • SFX smoke
  • Editorial continuity planning
Budget flags
  • Most technically dense scene so far
  • Heavy simulation / plate requirements
  • Action editorial dependency
Scene text accordion — show original script for Scene 009
CastAsset / vehicleWeapons / battleWardrobeLocation

Both sets of planes perform complex aerobatic maneuvers to place themselves behind the enemy. A Messerschmidt barrel rolls out of danger. Another performs an Immelmann turn and opens fire. A Spitfire is hit and banks steeply away with smoke pouring from its engine.

Scene 010

EXT. RED SEA — DAY

LocationOpen sea / near ship / bomber path
Page eighths8/8
CastRay, deck soldiers, bomber crew implicit
Primary assetsSpitfire, SS Thistlegorm, Heinkel bomber, open bomb bays
PressureMarine + aerial payoff

Ray screams past the ship so low the men are hit by turbulence, then climbs into a direct attack on the Heinkel before the bombs drop.

Elements
  • Ray low pass over ship
  • Deck men reacting / cheering
  • Heinkel with open bomb bay
  • Attack run toward bomber belly
Department cues
  • Marine + aerial crossover
  • Extras reaction
  • VFX / explosion setup
  • Hero action beat
Budget flags
  • Cross-unit coordination
  • Most visible “money shot” so far
  • Requires clean geography
Scene text accordion — show original script for Scene 010
CastAsset / vehicleWeapons / battleWardrobeLocation

Ray is traveling at close to 400 mph just above the sea. He screams past the SS Thistlegorm — so close that the men on deck are caught in the turbulence of his wake. Ahead, the Heinkel’s bomb bays are open. Ray points the plane’s nose up toward the bomber’s belly and opens fire. Inside the Heinkel, the nose gunner fires back and the pilot has his finger on the bomb release. Ray’s machine-gun fire hits the bombs before they’re released. The Heinkel turns into a fireball. Ray flies through the explosion and then drops a pursuing Messerschmidt. His fuel is running low. The engagement is over.

Feedback requested

Questions for production review

  • 1. First-pass usefulnessIs the scene-level element extraction useful as an early breakdown pass?
  • 2. Verification workflowDo the expandable script excerpts and highlighted elements make review faster and clearer?
  • 3. Missing informationWhat additional fields or reports would you normally expect in a breakdown or early budgeting artifact?