Subject: Depends on what you mean by "Transitioning".
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Posted on: 2015-03-02 19:27:00 UTC

I usually plan things out in excruciating detail well in advance, making multiple passes that slowly increase the level of detail (again, not in chronological order). Palaven's Dogs had gone from "Council screws over turians" to a list of missions to a detailed play-by-play of what each action sequence contains before there was ever anything resembling actual finished material.

I have found that writing sections in nonchronological order does make it more difficult to write the transitional sections of new material after a skip, so maybe that's what you're asking about. If so, I usually write down some indication of what happened in the section I skipped (especially what critical exposition and worldbuilding I got out of the way in it) and go with a relatively cold open on the new material, remembering that I can always go back and change the segues later in order to make them connect better.

If you're asking about actual scene transitions, I'm afraid I can't help you much other than to say that they aren't 100% necessary in the first place. Nobody seems bothered when the scenes I write just end only to pick up somewhere else on the other side of a horizontal bar, and if the writing is fluid enough people won't notice small in-text skips either. There's one scene in particular in PD where Garrus and Shepard go from the inside of their ship to a loading dock with nothing but a paragraph break between the two sections, but it's not hard to fill in that they had a brief, boring walk to get there. I've even included actual time-date-location stamps in the transitions before, but that's usually a sign the scene shifts have gone from "minimalist" to "too cheap to describe the new environment properly".

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