How John August Structured Go and Big Fish for the Screen
In 1997, an unproduced writer wrote a spec script that sold within months and reached movie theaters just two years later. That writer was John August, and the project was the kinetic, multi-strand crime comedy Go. Four years after that script made its mark in Hollywood, August adapted Daniel Wallace's Southern tall-tale book into the fantasy drama Big Fish, directed by Tim Burton.
When I study August’s career, these two films stand out as masterclasses in narrative architecture. They seem completely different on the surface. One is a wild, drug-fueled, overlapping night in Los Angeles and Las Vegas. The other is a sentimental, generational fable about an estranged father and son in Alabama. Yet, beneath their stylistic differences, both films demonstrate August’s distinct philosophy of screen storytelling. He builds his plots around geometric frameworks, rigorous scene economy, and carefully mirrored imagery.
In this deep examination, I look closely at the craft behind both films. I explore how August shaped their drafts, balanced multiple intersecting story threads, handled adaptations, and deployed visual motifs to help audiences track complex emotional stakes.
Key Takeaways
August wrote Go as an original spec script in 1997, structuring it as a triptych of overlapping perspectives centered on a single event.
The transition from spec to screen in Go shows how real-world filming demands practical revisions without losing character voice.
On October 26, 1998, August met author Daniel Wallace to plan the adaptation of the novel Big Fish: A Novel of Mythic Proportions.
Big Fish required balancing two distinct three-act storylines that alternated between a grounded hospital room and a mythic fantasy world.
August built the emotional core of Big Fish around Will Bloom's personal growth, which shifts from demanding factual accuracy to accepting his father through storytelling.
Both scripts rely on visual rhyming and repeating motifs, such as water and recurring objects, to orient the audience across fractured timelines.
The Spec Origins of Go
I always point film students toward the origins of Go when discussing how to write an attention-grabbing spec script. August wrote the original draft in 1997. At that time, many aspiring writers were trying to copy non-linear crime movies, but few understood how to make fractured time serve a genuine story purpose.
August did not write Go as a gimmick. He designed the narrative around a supermarket checkout girl named Ronna who makes a bad choice to avoid eviction. He split the story into three separate chapters, labeled by character: Ronna, Simon, and Adam and Zack. Each chapter covers the same twenty-four-hour period from a different point of view, with events intersecting at key locations like a grocery store, an electronic music party, and a hotel room.
By February 2, 2004, August made both his original 1997 spec script and the final shooting draft publicly available on his website, as seen on the Go drafts page. When you compare these two documents side by side, you can watch a writer solve practical production problems.
In the spec draft, the pacing is quick, witty, and tight on the page. The dialogue moves fast, using short action blocks that convey instant momentum. In the final shooting script, certain sequences changed to accommodate locations, actor choices, and budget constraints. Yet the core structure remained untouched. August kept the spine of the story firm. He established a clear central transaction: a drug deal that goes sideways in three totally distinct ways.
Multi-Strand Narrative and Tonal Balance in Go
Writing a single good story is hard. Writing three short stories that interlock into a unified feature film is much harder. In Go, each segment adopts a distinct genre feel while belonging to the same fictional world:
Ronna's Story: A grounded suspense thriller about desperation, financial pressure, and bad decisions.
Simon's Story: A wild road comedy that spins out of control in Las Vegas, featuring stolen cars, accidental shootings, and chase scenes.
Adam and Zack's Story: A dialogue-heavy character farce about two soap opera actors caught in a sting operation with an eccentric police officer.
To make this structure work, August had to obey a strict law of cause and effect. An off-screen noise in chapter one becomes a major plot turn in chapter two. A car seen speeding away in chapter two explains a mystery left hanging in chapter three.
I find that the real brilliance of Go lies in how August withholds information. He gives the audience just enough clues to realize that what they saw earlier was incomplete. When Ronna is hit by a car in the woods during the first chapter, we fear the worst. When the second chapter circles back to that exact same moment from Simon's perspective inside the car, the horror flips into dark, panicked comedy.
August creates momentum by making sure that each section starts at a different emotional pitch. Ronna’s segment starts quietly at a checkout stand. Simon’s segment starts with chaotic energy as he heads to Nevada. Adam and Zack’s segment starts with deadpan tension in an interrogation room. By varying the rhythm, August prevents the repetition of events from feeling tedious.
Adapting Big Fish: The Meeting with Daniel Wallace
While Go proved that August could write sharp, modern dialogue and complex urban plots, Big Fish demonstrated his capacity for deep emotional resonance and visual fantasy. The path to making that movie began on October 26, 1998, when August sat down for his first meeting with novelist Daniel Wallace.
Wallace had written an episodic, lyrical book structured as a collection of tall tales told by a dying father, Edward Bloom, to his skeptical son, Will. In a transcript of that initial discussion, available on August's site documenting his meeting with Daniel Wallace, the two writers talked about the challenges of translating such a free-flowing, episodic book into a cohesive two-hour film.
August immediately recognized that the book possessed wonderful imagination, but lacked a traditional cinematic spine. The novel was full of giants, werewolves, circus rings, and magical towns, yet it did not have an active, present-tense engine driving a film forward. August saw that the movie needed a clear ticking clock. He placed Edward Bloom on his deathbed in the real world, giving Will an urgent reason to visit and confront him before time ran out.
By anchoring the fantasy in an urgent reality, August gave every tall tale a job to do. Each flashback was no longer just an amusing anecdote; it became a piece of evidence in an emotional trial between a son who wanted facts and a father who only spoke in metaphors.
Dual Timelines and Structural Geometry in Big Fish
Adapting Big Fish required a sophisticated structural framework. On September 9, 2004, August reflected on the primary challenge of the adaptation: he had to write two separate storylines, each with its own full three-act structure, and alternate smoothly between them throughout the film.
The two distinct tracks are:
The Real-World Present: Will Bloom returns to his childhood home in Alabama. He sits beside his dying father, speaks with his mother Sandra, investigates his father's old documents, and struggles to bridge the emotional divide between them.
The Tall-Tale Past: Young Edward Bloom leaves his small hometown of Ashton, travels with a giant named Karl, works without pay at a circus to learn the name of his true love, and lives through extraordinary adventures across America and overseas.
Balancing these two tracks was not easy. On June 10, 2011, August explained his outlining methods for the project, noting that Big Fish was an unusual case where he relied on extensive charting. He began with a simple one-page outline before writing the first draft. Later, he created a detailed sequence outline to map out exactly how much screen time was spent in reality versus Edward's stories.
If the film stayed in the hospital room too long, it became bleak and depressing. If it stayed in the fantasy world too long, the audience lost touch with the emotional stakes between Will and his father. August spaced the flashbacks so that each mythic story answered a specific question raised in the present-day hospital scene.
In the 2003 production draft preserved on August's site as the production draft, August’s notes reveal how the script incorporated post-production dialogue and omitted scenes during shooting. The draft proves that maintaining this balance required continuous adjustments, right through production and editing, leading toward the film's announced release schedule in late 2003 and early 2004.
Character Arcs: Will Bloom's Realization
In many fantasy films, the protagonist sets out to defeat an external enemy. In Big Fish, the central conflict is entirely internal and relational. Will Bloom is a journalist. He lives in Paris, deals in facts, and reports news that can be verified. His father Edward is a traveling salesman who views plain truth as a boring failure of imagination.
On September 9, 2004, August explained that Will's dramatic arc does not involve him discovering that his father’s tall tales were literally true. Instead, Will’s transformation comes when he stops demanding cold, literal facts and learns to accept and love his father on his father’s own terms.
This shift reaches its climax in the hospital room during the third act. Edward cannot speak clearly, and he asks Will to tell him how his life ends. Will must set aside his lifelong resentment of his father's exaggerations. For the first time in his life, Will steps into the role of the storyteller. He invents an escape from the hospital, a race to the river in a red Dodge Charger, and a peaceful farewell surrounded by every character from Edward's stories.
By telling the story his father needs to hear, Will achieves reconciliation. August's handling of this moment is brilliant because it does not invalidate Will's pursuit of truth, nor does it dismiss Edward's tall tales as silly lies. It shows that storytelling is an act of deep love.
Visual Rhyming and Thematic Motifs
August uses what he calls cinematic "rhyming" to hold complex, multi-layered films together. In his September 9, 2004 discussion with Wallace, he explained that repeated visual and thematic patterns help viewers follow a story that jumps across time and location. Furthermore, a film’s opening sequence must quietly teach the audience how to watch it.
In Go, August uses visual rhyming to establish continuity:
A tiny piece of jewelry or a specific wad of cash links three separate storylines.
Recurring dialogue lines echo between strangers who never share the screen.
The physical space of the supermarket checkout counter serves as home base, appearing at the beginning and the end of the wider ordeal.
In Big Fish, August uses motifs to blend reality and fable:
Water: August noted that water was his primary tool to separate the mythic world from the real world. In the opening, Edward catches an uncatchable catfish using a gold wedding ring. Later, Edward sits in a flooded field, Sandra stands in a bathtub, and young Edward swims through a submerged town. As the movie approaches its climax, the real world and the water world merge at the riverbank.
Shoes: In the magical town of Spectre, visitors hang their shoes on an overhead wire because they never want to leave. Later, Will finds old pairs of shoes in his father’s storage, linking the legend to tangible history.
The Witch’s Glass Eye: Early in the film, young Edward looks into a woman’s glass eye to see how he will die. This visual image gives Edward courage; because he knows how his life will end, he walks fearlessly through every other danger.
These recurring motifs act as road signs. When an audience watches a movie that moves non-linearly or slips between fantasy and reality, visual rhymes keep them grounded.
Comparing August’s Approaches: Go vs. Big Fish
To understand how August adapted his process between these two screenplays, it helps to examine their technical elements side by side:
Screenplay Element | Go (1999) | Big Fish (2003) |
|---|---|---|
Story Origin | Original spec script written in 1997 | Novel adaptation (Daniel Wallace book, met in 1998) |
Narrative Form | Triptych (three distinct overlapping stories) | Dual timelines (present reality vs. past tall tales) |
Tone | Dark comedy, urban energy, crime thriller | Southern Gothic, magical realism, family drama |
Pacing Engine | Ticking clock of a single 24-hour night | Ticking clock of Edward Bloom’s terminal illness |
Core Character Goal | Financial survival (Ronna needs rent money) | Emotional truth (Will wants to know his real father) |
Unifying Technique | Interlocking events and shared physical objects | Visual rhyming (water, shoes) and father-son themes |
Looking at this comparison, I can see that while the settings and genres share little in common, the underlying craft remains steady. August approaches screenwriting as a balance of structural discipline and emotional focus. Whether he is organizing a twenty-four-hour crime caper or sixty years of tall tales, he treats scene length, plot timing, and character motivation with mathematical care.
Writing Scene Transitions That Carry Meaning

One of the greatest technical lessons from August’s work in both movies is how he handles scene transitions. In lesser screenplays, scenes end simply because a conversation is over, and the next scene starts when the next conversation begins. August avoids this trap.
In Go, a scene transition often acts as an ironic punchline. In one sequence, a character insists that everything is completely under control. August cuts instantly to another character miles away reacting to a disaster caused by that very same situation. The cut itself creates the comedy.
In Big Fish, transitions act as emotional bridges. August frequently cuts on an object or an action that unites father and son. When Edward reaches out his trembling hand from the hospital bed, the cut takes us to young Edward reaching out to catch a baseball or shake hands with a circus owner. The movement matches, carrying the viewer smoothly across forty years of story time.
By designing the incoming and outgoing images of every scene, August keeps his scripts moving smoothly. The reader never feels lost, even when the narrative leaps through decades or loops back to the start of the night.
Conclusion
John August’s work on Go and Big Fish offers practical lessons for any writer working on screen stories. He proved with Go that multi-perspective scripts must rely on genuine cause and effect rather than clever tricks. He showed with Big Fish that adapting episodic literary material requires finding an urgent, real-world dramatic spine.
Through both projects, August demonstrated that technical skill and emotional sincerity work best when paired together. His use of visual rhyming, carefully structured outlines, and disciplined character arcs allowed him to tell wildly unusual stories without losing his audience. By studying his choices on the page, we can learn how to build stories that are structurally tight, visually rich, and deeply human.
Frequently Asked Questions
When did John August first write the screenplay for Go?
August wrote Go as an original spec script in 1997. His script moved rapidly through the development process and was directed by Doug Liman, reaching movie theaters in early 1999.
How did August organize the timeline in Go?
He divided the story into three separate chapters: Ronna, Simon, and Adam and Zack. Each chapter follows the same twenty-four-hour period from a different perspective, showing how one initial drug deal ripples outward to affect three distinct groups of people.
When did John August first meet Daniel Wallace to adapt Big Fish?
August met author Daniel Wallace on October 26, 1998. During that conversation, they discussed how Wallace's episodic Southern tall-tale novel could be adapted into a cohesive two-hour feature film.
What is the main structural challenge August faced when adapting Big Fish?
As August explained in 2004, his central structural challenge was balancing two distinct storylines that each had their own three-act movement. He had to alternate smoothly between the present-day hospital scenes and the fantastical flashbacks of Edward Bloom’s youth without breaking the story's emotional rhythm.
What is Will Bloom's primary character arc in Big Fish?
Will's arc is not about discovering that his father’s tall tales were factual. Instead, Will moves from demanding literal, journalistic truth to accepting and loving his father for who he was, ultimately honoring Edward by finishing his final story.
How does August use visual rhyming in Big Fish?
August uses repeated visual motifs, especially water, to connect the real world to Edward's mythic past. Water appears during critical moments in the flashbacks—such as swimming in a submerged town or sitting in a flooded field—and finally unites with the real world at the riverbank during the third act.

