Early Man poster
7.1
Arcplot Score
Unverified

Early Man

201889 minPG
Director: Nick Park

Dug, along with his sidekick Hognob, unite a cavemen tribe to save their hidden valley from being spoiled and, all together as a team, to face the menace of a mysterious and mighty enemy, on the turf of an ancient and sacred sport.

Revenue$53.4M
Budget$50.0M
Profit
+3.4M
+7%

Working with a respectable budget of $50.0M, the film achieved a respectable showing with $53.4M in global revenue (+7% profit margin).

TMDb6.1
Popularity2.2
Where to Watch
Google Play MoviesYouTubeSpectrum On DemandAmazon Prime VideoApple TVFandango At HomeAmazon Prime Video with AdsMovieSphere+ Amazon ChannelAmazon Video

Plot Structure

Story beats plotted across runtime

Act ISetupAct IIConfrontationAct IIIResolutionWorldbuilding3Resistance5Premise8Opposition10Crisis12Synthesis14124679111315
Color Timeline
Color timeline
Sound Timeline
Sound timeline
Threshold
Section
Plot Point

Narrative Arc

Emotional journey through the story's key moments

+41-2
0m22m44m66m88m
Plot Point
Act Threshold
Emotional Arc

Story Circle

Blueprint 15-beat structure

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Arcplot Score Breakdown

Structural Adherence: Standard
9/10
3.5/10
1.5/10
Overall Score7.1/10

Weighted: Precision (70%) + Arc (15%) + Theme (15%)

Early Man (2018) reveals meticulously timed narrative design, characteristic of Nick Park's storytelling approach. This structural analysis examines how the film's 15-point plot structure maps to proven narrative frameworks across 1 hour and 29 minutes. With an Arcplot score of 7.1, the film balances conventional beats with creative variation.

Structural Analysis

The Status Quo at 1 minutes (1% through the runtime) establishes The Stone Age tribe lives peacefully in their valley, hunting rabbits and playing a primitive form of football, unaware of the coming Bronze Age civilization.. Significantly, this early placement immediately immerses viewers in the story world.

The inciting incident occurs at 10 minutes when Lord Nooth and his Bronze Age army invade the valley with advanced technology, destroying the tribe's home and claiming the land for ore mining.. At 11% through the film, this Disruption aligns precisely with traditional story structure. This beat shifts the emotional landscape, launching the protagonist into the central conflict.

The First Threshold at 22 minutes marks the transition into Act II, occurring at 25% of the runtime. This demonstrates the protagonist's commitment to Dug convinces his reluctant tribe to accept the football challenge against Real Bronzio, committing them to learn a game they've never played to win back their home., moving from reaction to action.

At 44 minutes, the Midpoint arrives at 49% of the runtime—precisely centered, creating perfect narrative symmetry. Structural examination shows that this crucial beat The tribe discovers cave paintings proving their Stone Age ancestors invented football, giving them confidence and a sense of destiny that they can win, raising the stakes emotionally., fundamentally raising what's at risk. The emotional intensity shifts, dividing the narrative into clear before-and-after phases.

The Collapse moment at 66 minutes (74% through) represents the emotional nadir. Here, The tribe is losing badly and humiliated on the field; Goona is captured and faces punishment; all seems lost as both their valley and their dignity appear gone forever., illustrates the protagonist at their lowest point. This beat's placement in the final quarter sets up the climactic reversal.

The Second Threshold at 71 minutes initiates the final act resolution at 80% of the runtime. The tribe returns to the field with renewed spirit and strategy, combining their Stone Age instincts with football skills, finally playing as a unified team with belief., demonstrating the transformation achieved throughout the journey.

Emotional Journey

Early Man's emotional architecture traces a deliberate progression across 15 carefully calibrated beats.

Narrative Framework

This structural analysis employs proven narrative structure principles that track dramatic progression. By mapping Early Man against these established plot points, we can identify how Nick Park utilizes or subverts traditional narrative conventions. The plot point approach reveals not only adherence to structural principles but also creative choices that distinguish Early Man within the family genre.

Nick Park's Structural Approach

Among the 3 Nick Park films analyzed on Arcplot, the average structural score is 7.2, reflecting strong command of classical structure. Early Man takes a more unconventional approach compared to the director's typical style. For comparative analysis, explore the complete Nick Park filmography.

Comparative Analysis

Additional family films include The Bad Guys, Like A Rolling Stone and Cats Don't Dance. For more Nick Park analyses, see The Wrong Trousers, A Close Shave.

Plot Points by Act

Act I

Setup
1

Status Quo

1 min1.1%0 tone

The Stone Age tribe lives peacefully in their valley, hunting rabbits and playing a primitive form of football, unaware of the coming Bronze Age civilization.

2

Theme

4 min4.5%0 tone

Bobnar tells young Dug that their ancestors once hunted mammoth and were capable of greatness, planting the theme that courage and teamwork can overcome technological disadvantage.

3

Worldbuilding

1 min1.1%0 tone

Establishment of the Stone Age tribe's simple life in their valley, their rabbit-hunting culture, leadership structure under Chief Bobnar, and Dug's role as an aspiring hunter.

4

Disruption

10 min11.2%-1 tone

Lord Nooth and his Bronze Age army invade the valley with advanced technology, destroying the tribe's home and claiming the land for ore mining.

5

Resistance

10 min11.2%-1 tone

Dug accidentally enters the Bronze Age city, discovers football (sacred game), and challenges Nooth to a match to win back their valley, despite his tribe's doubts and lack of knowledge about the game.

Act II

Confrontation
6

First Threshold

22 min24.7%0 tone

Dug convinces his reluctant tribe to accept the football challenge against Real Bronzio, committing them to learn a game they've never played to win back their home.

7

Mirror World

26 min29.2%+1 tone

Goona, a Bronze Age girl who dreams of playing football but is forbidden because she's female, secretly agrees to coach the tribe, representing the thematic bridge between worlds.

8

Premise

22 min24.7%0 tone

The tribe learns football from Goona through comical training montages, discovering their ancestors actually invented the game, while bonding as a team and finding hope in their impossible mission.

9

Midpoint

44 min49.4%+2 tone

The tribe discovers cave paintings proving their Stone Age ancestors invented football, giving them confidence and a sense of destiny that they can win, raising the stakes emotionally.

10

Opposition

44 min49.4%+2 tone

Nooth schemes to ensure victory through cheating, the tribe's weaknesses are exposed, Goona is discovered and banned, and the cavemen enter the match massively outmatched and falling behind.

11

Collapse

66 min74.2%+1 tone

The tribe is losing badly and humiliated on the field; Goona is captured and faces punishment; all seems lost as both their valley and their dignity appear gone forever.

12

Crisis

66 min74.2%+1 tone

Dug rallies the demoralized tribe at halftime, reminding them of their ancestors' courage and their bond as a team, processing the despair and finding inner resolve.

Act III

Resolution
13

Second Threshold

71 min79.8%+2 tone

The tribe returns to the field with renewed spirit and strategy, combining their Stone Age instincts with football skills, finally playing as a unified team with belief.

14

Synthesis

71 min79.8%+2 tone

The cavemen mount an incredible comeback using teamwork and creativity, Goona escapes to help, Dug scores the winning goal, they reclaim their valley, and Nooth's corruption is exposed.

15

Transformation

88 min98.9%+3 tone

The tribe returns to their valley playing football together, now confident and united, with Goona as part of their family, transformed from fearful survivors to champions who proved their worth.