This indicates how the lens rotates or aims.
| English | Korean | Description |
|---|
| straight-on | ์ ๋ฉด | Neutral front view |
| three-quarter angle | ์ฐ๋ฆฌ์ฟผํฐ ์ต๊ธ | 45 degrees from front. Most commonly used angle for portraits |
| profile / side-view | ํ๋กํ / ์ฌ์ด๋๋ทฐ | 90-degree side view |
| back-view / rear angle | ๋ฐฑ๋ทฐ | Shot from behind |
| dutch angle / tilt | ๋์น ์ต๊ธ | Tilted horizon line. Expresses tension or unease |
Three-quarter angle is truly versatile. It looks the most natural and three-dimensional for portraits and character illustrations. Straight-on gives an ID photo feel, and profile creates a silhouette effect, so use them according to the situation.
Dutch angle is great for horror or thriller vibes, but overusing it makes things look dizzy, so use it in moderation.

4. Camera Position Relative to Subject
This represents the spatial relationship between camera and subject.
| English | Korean | Description |
|---|
| over-the-shoulder (OTS) | ์ค๋ฒ๋์๋ | Looking at one character over another's shoulder |
| point-of-view (POV) | 1์ธ์นญ ์์ | As if seeing through the character's eyes |
| reverse angle | ๋ฆฌ๋ฒ์ค ์ต๊ธ | Opposite side of OTS |
| back-to-camera | ๋ฐฑํฌ์นด๋ฉ๋ผ | Character has their back to the camera |
| frontal symmetrical shot | ์ ๋ฉด ๋์นญ ์ท | Center-aligned, Kubrick-style |
POV is great for game art or creating immersive scenes. Writing something like "POV, reaching out hand toward viewer" really gives that first-person feel.
Over-the-shoulder is essential for conversation scenes. When depicting two characters in dialogue, it looks awkward without this.

5. Lens / Perspective
This controls distortion and spatial compression. The same subject looks completely different depending on the lens.
| English | Korean | Description |
|---|
| wide-angle perspective | ๊ด๊ฐ | Space appears wider, foreground is exaggerated |
| ultra-wide perspective | ์ด๊ด๊ฐ | Strong distortion |
| normal focal length | ํ์ค ์ด์ ๊ฑฐ๋ฆฌ | Similar to human vision, minimal distortion |
| telephoto compression | ๋ง์ ์์ถ | Background is pulled forward, subject appears flattened |
| macro perspective | ๋งคํฌ๋ก | Extreme close-up, miniature depth of field |
| anamorphic perspective | ์๋๋ชจํฝ | Horizontal stretch, oval bokeh. Cinematic feel |
| fisheye perspective | ํผ์ฌ์์ด | Curved edges, 180-degree field of view |
Wide-angle is good for creating backgrounds with a sense of space, and telephoto compression is used in portraits to blur the background and focus on the subject.
Fisheye is used for skateboard videos or hip-hop music video vibes, but it's a bit much for regular illustrations.

6. Camera Position in 3D Space
These terms tell the model where the camera is positioned in the scene.
| English | Korean | Description |
|---|
| front-facing | ์ ๋ฉด | Centered in front of the subject |
| off-axis left/right | ์คํ ์ก์์ค | Slightly left/right of the subject |
| high vantage point | ํ์ด ๋ฐดํฐ์ง ํฌ์ธํธ | Camera elevated, looking down |
| balcony-level viewpoint | ๋ฐ์ฝ๋ ๋ ๋ฒจ | Looking down from mid-height |
| rooftop vantage | ๋ฃจํํ ๋ฐดํฐ์ง | Very high but not top-down |
| close foreground placement | ํด๋ก์ฆ ํฌ๊ทธ๋ผ์ด๋ | Foreground object right in front of camera |
| distant observation point | ๋์คํดํธ ์ต์ ๋ฒ ์ด์
| Perspective of observing from far away |
Close foreground placement is effective for creating depth. Placing something blurry in the foreground with the main subject behind really brings out the three-dimensionality.
7. Camera Movement (For Still Images)
Even in still images, the direction of movement affects perspective. Useful for creating dynamic effects.
| English | Korean | Description |
|---|
| push-in | ํธ์ฌ์ธ | Feeling of camera advancing forward |
| pull-back | ํ๋ฐฑ | Feeling of camera retreating |
| lateral tracking | ๋ํฐ๋ด ํธ๋ํน | Horizontal movement |
| arc shot | ์ํฌ ์ท | Feeling of circling around the subject |
| tilt-up / tilt-down | ํธํธ์
/ ํธํธ๋ค์ด | Lens rotating up/down |
| handheld wobble | ํธ๋ํฌ๋ ์๋ธ | Subtle shake, documentary feel |
I sometimes use handheld wobble for a realistic photo feel. A slight shake can actually look more real than something perfectly stable.

Commonly Used Combinations
Here are prompt combinations I actually use a lot.
Making a Character Look Cool
low angle, medium shot, three-quarter angle, dramatic lighting
Intimate Portrait
eye level, medium close-up, shallow depth of field, soft lighting
Figure in Majestic Landscape
extreme long shot, high vantage point, wide-angle perspective
Tense Scene
dutch angle, close-up, high contrast lighting
First-Person Immersive Scene
POV, wide-angle perspective, reaching toward camera

Summary
| Category | Frequently Used Terms |
|---|
| Height | eye level, low angle, high angle, overhead |
| Distance | close-up, medium shot, wide shot, establishing shot |
| Direction | three-quarter angle, profile, dutch angle |
| Relationship | POV, over-the-shoulder, back-to-camera |
| Lens | wide-angle, telephoto compression, fisheye |
| Position | front-facing, off-axis, high vantage point |
You don't need to memorize all of these at first. I still haven't memorized everything, and I just look them up from this list when I need them.
Just knowing eye level, low angle, high angle โ these three โ covers the basics. You can gradually expand from there.
Putting camera terms at the beginning of your prompt seems to help the AI understand better. Something like low angle, medium shot, cyberpunk warrior...
These terms work with Midjourney, Flux, DALL-E, and Stable Diffusion, so feel free to use them.