Super helpful video to get a great overview of the different types of trailers. Quick question, the best type of trailer for a store page (such as steam) is a 'consideration' trailer right? Or would this fall into a different category?
And he’s giving all this away for free lol. Awesome stuff that I’ve never really consciously thought about. Personally I prefer the more “artistic” side of editing trailers, but the marketing/business side is obviously necessary, especially for indies, so this was a cool insight into that
I think the two can live together quite happily, thinking about it this way just creates some constraints and guidelines to start with, and from there you can go wherever you want artistically. I love having constraints, otherwise I'd probably never finish anything ^_^;
Great video! I learned a lot and got surprised when I discovered that you made the gameplay trailer for Subnautica searching more about you. Keep on the good work!
This is such a well-made video! Before watching, I was so lost and didn’t know what to put into an announcement trailer vs final trailer. I knew that I wanted to make at least two trailers with different amounts of content, but this video really laid everything out for me. Thank you!
This video helped me realize that the trailed I made actually contains two trailers! It's an update for an old game, and it starts with the original trailer for the old version, which is then cut-off by the new one, kind of like when you're playing Street Fighter and Akuma invades the screen to become the center of attention. I now understand that segment works best as an announcement trailer, with the rest being a launch trailer. Thank you so much!
finding resources on industry game capture artists and art has proven difficult on the surface but you have served as the white rabbit leading me down the hole!
I wonder what your ideas are / if people have experimented with a joint trailer, showcasing a bit of story before going for more explanation of the mechanics. Or is it best to just have 2, short and sweet? Thank you for this analysis! (+ the comment about true fans)
When making trailers in a campaign I consider them all to be connected. I like to think they could be watched in order up to release and give the exact information people want to know before release (in the order of their inevitable questions)
Because you mentioned supergiants’ games, I find the isometric type of hack and slash really hard to stay invested in when it comes to watching their trailers because it looks static… what do you think is the best way to approach them?
It's tough especially if the art doesn't stand out. My main tip would be to not overstay your welcome. But also, don't be afraid to just say "That's what the game is." If you worry about dressing it up or cutting around it, you could send vibes that you don't think it's very good.
@@DerekLieu also thank you for this background insight, as someone who is making fan trailers based on already made trailers, I’m identifying minute details that differentiate the types of trailers i.e., launch trailer vs story trailer, etc.