My approach was to treat camera continuity as the hardest constraint on purpose. Instead of writing a normal shot list, I built a "camera continuity master directive" into the prompt: the camera has positional memory across every beat, so wherever it ends one scene (left side, right side, behind the character), the next scene has to pick up from that exact position and keep arcing from there. That's what let me move the character through three completely different environments — a collapsing jungle ruin, a space dogfight, and a hellish cavern — without ever faking a cut.