Save the Cat
A 15-beat screenplay structure that emphasizes character likability, genre conventions, and precise pacing — 15 stages.
What Is the Save the Cat?
Save the Cat! by Blake Snyder became the most influential screenwriting book of its era—so influential that critics blamed it for Hollywood's formulaic output. The title comes from Snyder's advice: early in your story, have your protagonist do something likable (like saving a cat) so audiences root for them even when they make mistakes.
The framework provides 15 precise beats with specific percentages, making it exceptionally practical:
- Opening Image (0%): "Before" snapshot
- Theme Stated (5%): Someone states what the story is about
- Setup (1-10%): Establish the world and what needs fixing
- Catalyst (10%): Something happens that changes everything
- Debate (10-20%): Should I do this?
- Break into Two (20%): Hero chooses to enter the adventure
- B Story (22%): Introduce the helper/love interest
- Fun and Games (20-50%): The "promise of the premise"
- Midpoint (50%): False victory or false defeat
- Bad Guys Close In (50-75%): Things fall apart
- All Is Lost (75%): The opposite of the Midpoint
- Dark Night of the Soul (75-80%): Wallowing in defeat
- Break into Three (80%): The solution appears
- Finale (80-99%): Hero executes the plan and transforms
- Final Image (99-100%): "After" snapshot—opposite of Opening
Snyder also created 10 story genres (Monster in the House, Golden Fleece, Out of the Bottle, etc.) with specific conventions. Jessica Brody adapted everything for novelists in Save the Cat! Writes a Novel.
The Save the Cat, Stage by Stage
- 1. Opening Image (0-1%)
A snapshot of the protagonist's "before" state. This image will be mirrored by the Final Image to show transformation. Set the tone, mood, and type of story.
- 2. Theme Stated (5%)
Someone (usually not the protagonist) states the story's theme—what the protagonist needs to learn. They don't understand it yet; by the end, they will.
- 3. Setup (1-10%)
Introduce the protagonist's world, their "stasis=death" moment (why they can't stay as they are), and establish the things that will be "fixed" by the end. Plant setups for later payoffs.
- 4. Catalyst (10%)
The inciting incident—something happens that will change everything. The protagonist's old world is disrupted. This is external, out of their control.
- 5. Debate (10-20%)
The protagonist debates: Should I do this? Can I do this? What if I fail? This is the "last chance to turn back" before committing to the adventure.
- 6. Break into Two (20%)
The protagonist makes a CHOICE (not a force) to enter Act 2. They leave their ordinary world and enter the "upside-down world" where the adventure takes place.
- 7. B Story (22%)
A new character or relationship is introduced—often a love interest or mentor. This "helper" character will help the protagonist learn the theme.
- 8. Fun and Games (20-50%)
The "promise of the premise"—this is why people bought the ticket. If it's a comedy, this is the funny part. If it's action, the cool stuff happens here. The trailer moments live here.
- 9. Midpoint (50%)
A "false victory" or "false defeat." Stakes are raised. The clock starts ticking. The protagonist shifts from "wants" to "needs." Often a major party, public success, or the first encounter with real danger.
- 10. Bad Guys Close In (50-75%)
External antagonists tighten the noose while internal demons (doubt, jealousy, fear) also attack. The team may fracture. Everything the protagonist built starts falling apart.
- 11. All Is Lost (75%)
The opposite of the Midpoint. The protagonist's plan has failed, someone dies (or there's a "whiff of death"), and we see the worst-case scenario. Everything is lost.
- 12. Dark Night of the Soul (75-80%)
The protagonist wallows in hopelessness. They face their deepest fear or flaw. It seems impossible to continue. This is where transformation becomes possible.
- 13. Break into Three (80%)
Inspired by a new idea (often from the B Story character or theme), the protagonist figures out the solution. They combine what they learned in A and B stories. They're ready to try again—different this time.
- 14. Finale (80-99%)
The protagonist enacts their new plan. They confront the antagonist (internal and external). They prove they've learned the theme. All story threads are resolved. The transformation is complete.
- 15. Final Image (99-100%)
The bookend to the Opening Image—proof of transformation. Show the protagonist's "after" state. Make it mirror (but opposite) the Opening Image.
Outline Your Novel with the Save the Cat
Turn this template into a working outline: pick the Save the Cat in our free interactive plot builder, fill in each beat with genre-aware scene suggestions, and export your outline.
Open the Free Plot Generator Opens the interactive Promptoria plot-builder app — no signup required.Save the Cat Examples
Get Out (2017)
1. OPENING IMAGE: A Black man walks through a white suburb at night—vulnerable, watched, hunted. He's kidnapped. We don't yet know by whom.
2. THEME STATED: Rose tells Chris, "My parents are not racist." The theme: the insidious nature of liberal racism, the danger of politeness hiding predation.
3. SETUP: Chris, a photographer, is nervous about meeting Rose's white family for a weekend. His friend Rod warns him. Chris's mother died when he was young—he carries guilt.
4. CATALYST: The Armitages' behavior is strange—the Black servants are wrong, the guests are too interested in Chris's body. Dean brags about his dead father losing to Jesse Owens.
5. DEBATE: Chris notices red flags but debates whether he's being paranoid. Rose dismisses his concerns. He stays despite growing unease.
6. BREAK INTO TWO: Chris wakes to Missy hypnotizing him, sending him to "The Sunken Place." He's now trapped in their world.
7. B STORY: Rose seems to be Chris's ally—the one white person who sees what's happening. (This will be subverted.)
8. FUN AND GAMES: The bizarre party where white guests auction for Chris's body. The flash photo reveals the truth about the "servants." Genre promise: psychological horror and social satire.
9. MIDPOINT: Chris finds photos proving Rose has done this before. He realizes SHE is in on it. False defeat—his ally is his captor.
10. BAD GUYS CLOSE IN: Chris tries to escape but Rose blocks him. The family corners him. He's drugged and tied to a chair.
11. ALL IS LOST: Chris wakes to a video explaining "Coagula"—his body will be taken over by a blind white art dealer. His consciousness will be trapped in the Sunken Place forever.
12. DARK NIGHT: Chris faces the Sunken Place, alone and powerless. His mother's death taught him helplessness. Can he find a way out?
13. BREAK INTO THREE: Using cotton from the chair (a powerful symbol), Chris blocks his ears during hypnosis, faking submission.
14. FINALE: Chris fights back, killing the family one by one. Rod arrives in a TSA car (subverting our expectation that cops will doom Chris).
15. FINAL IMAGE: Chris and Rod drive away—a Black man has survived and escaped. The vulnerable Black man from the opening is now the survivor.
Inside Out (2015)
1. OPENING IMAGE: Baby Riley's first emotion: Joy, a golden glow lighting up her mind.
2. THEME STATED: Joy's opening narration: "And I thought, maybe it was best if Riley was happy all the time." The theme she'll learn: sadness is essential.
3. SETUP: Riley's mind with five emotions. Joy runs things, keeping Sadness away from controls and memories. Riley moves from Minnesota to San Francisco—her world destabilizes.
4. CATALYST: Sadness touches a core memory, turning it sad. Joy tries to fix it, and both Joy and Sadness are sucked out of Headquarters with core memories.
5. DEBATE: Joy tries to get back through Mind World while Anger, Fear, and Disgust struggle to run things. Should Joy let Sadness help, or keep pushing her away?
6. BREAK INTO TWO: Joy and Sadness journey through Long-Term Memory toward Headquarters—entering Riley's deeper psyche.
7. B STORY: Bing Bong, Riley's forgotten imaginary friend, becomes their guide. He represents childhood innocence that's fading.
8. FUN AND GAMES: Adventures through Imagination Land, Dream Productions, Abstract Thought, the Train of Thought—exploring how the mind works.
9. MIDPOINT: Goofball Island (a core personality trait) crumbles. False defeat—Riley is fundamentally changing, losing who she was.
10. BAD GUYS CLOSE IN: More islands crumble. Joy tries to leave Sadness behind. Riley becomes emotionally flat. The remaining emotions make things worse—Riley plans to run away.
11. ALL IS LOST: Joy and Bing Bong fall into the Memory Dump where forgotten memories fade. Joy finds a sad memory that became happy—Riley was sad, then her parents comforted her. Joy realizes: sadness brings connection.
12. DARK NIGHT: Bing Bong sacrifices himself so Joy can escape the dump. "Take her to the moon for me."
13. BREAK INTO THREE: Joy understands: Sadness isn't the enemy. She retrieves Sadness and gives her the controls.
14. FINALE: Sadness touches the core memories, turning them bittersweet. Riley breaks down crying to her parents, admitting she misses Minnesota. By being sad, she connects with them. Joy and Sadness work together.
15. FINAL IMAGE: Riley's new console has all emotions working together. Her core memories are multicolored—happy and sad and everything. Maturity means embracing all feelings.
Legally Blonde (2001)
1. OPENING IMAGE: Elle Woods in pink, living her perfect sorority girl life. Everyone signs a card for Warner—she expects a proposal.
2. THEME STATED: A sorority sister says "Don't stoop to conquer." Theme: don't change who you are to prove your worth.
3. SETUP: Elle's world is fashion, sorority, and her perfect boyfriend Warner. She's smart but dismissed because she's blonde and feminine. Warner wants a "Jackie, not a Marilyn."
4. CATALYST: Warner dumps her because she's not "serious" enough for his political ambitions. He wants someone who will help him, not embarrass him.
5. DEBATE: Elle wallows, then hatches a plan: get into Harvard Law to win Warner back. But can she—a fashion major—actually do it?
6. BREAK INTO TWO: Against all odds, Elle gets into Harvard (through a genuinely impressive video essay). She arrives at law school in all pink.
7. B STORY: Emmett, a teaching assistant, sees Elle's potential when others don't. He encourages her without asking her to change.
8. FUN AND GAMES: Elle navigates Harvard her way—answering questions about perms, making friends with her manicurist, getting kicked out of class but earning respect through her knowledge.
9. MIDPOINT: Elle gets an internship on a major murder case. False victory—but she only got it because Callahan, the professor, is attracted to her.
10. BAD GUYS CLOSE IN: Vivian sabotages her; Warner proposes to Vivian. Callahan hits on Elle, making her doubt whether she earned anything herself.
11. ALL IS LOST: Elle packs to leave Harvard. "All people see when they look at me is blonde hair and big boobs."
12. DARK NIGHT: Professor Stromwell finds Elle in the salon, defeated. "If you're going to let one stupid prick ruin your life, you're not the girl I thought you were."
13. BREAK INTO THREE: Elle returns to the case, not for Warner or to prove anything to doubters, but because she believes in herself. She takes over questioning.
14. FINALE: Elle cracks the case using her haircare expertise—something no "serious" lawyer would know. She wins. Warner tries to get her back; she's not interested.
15. FINAL IMAGE: Elle graduates first in her class, gives the commencement speech in pink, walks away with Emmett—who always valued the real her. Same Elle, but now respected on HER terms.
How to Apply the Save the Cat
The Beat Sheet Method
- Start with Opening and Final Images: These bookends should be opposites—proof of transformation.
- Identify your Theme: What lesson does your protagonist need to learn? Have a side character state it aloud around 5%.
- Find your Catalyst: What external event at 10% changes everything?
- Locate your Midpoint: At exactly 50%, what false victory or false defeat raises stakes?
- Place your All Is Lost: At 75%, what's the opposite of your Midpoint? Include a "whiff of death."
- Fill in the rest: Use the percentages as guides for pacing.
The "Save the Cat" Moment
Before your protagonist makes mistakes or acts selfishly, show them doing something likable. This builds audience goodwill that survives their flaws. Examples:
- Literally saving a cat (or dog, or person)
- Standing up to a bully
- Showing kindness to someone vulnerable
- Making a sacrifice for someone they love
The B Story Secret
The B Story (usually a love interest or mentor) isn't just subplot—it's the delivery mechanism for theme. The B Story character teaches the protagonist what they need to learn. The A Story (plot) and B Story (theme) should collide in Break into Three.
Fun and Games = Promise of Premise
This is the section audiences came to see. Ask: "What would the trailer show?" A rom-com should have romantic comedy here. An action movie should have action. Deliver on your promise.
Using STC for Diagnosis
Save the Cat works best as a diagnostic tool, not a rigid template. If your story feels slow, check if your Catalyst is too late. If the middle sags, check your Midpoint and Fun and Games. If the ending falls flat, check if Opening and Final Images mirror each other.
Further Resources
- Save the Cat! by Blake Snyder
The original screenwriting book that started it all. - Save the Cat! Writes a Novel by Jessica Brody
The adaptation for novelists with prose-specific examples. - Save the Cat Beat Sheet Calculator
Free tool to calculate where beats should fall based on your story's length.
