0:00:03.720,0:00:09.340 At a time when hundreds of new games are hitting[br]the Steam shelves, the Switch eShop, and the 0:00:09.340,0:00:14.410 PlayStation Store every single month, the[br]most difficult thing about making games, might 0:00:14.410,0:00:17.940 actually be just getting people to know that[br]your game exists. 0:00:17.940,0:00:22.060 Now, there’s so much involved in a strong[br]marketing campaign. 0:00:22.060,0:00:25.650 But one of the key components is a good trailer. 0:00:25.650,0:00:31.599 This is about 90-odd seconds of uninterrupted[br]footage of your game, beamed directly into 0:00:31.599,0:00:33.300 your potential player’s eyeballs. 0:00:33.300,0:00:38.910 So, you better not waste this opportunity[br]- and it’s a good time to ask the question: 0:00:38.910,0:00:40.990 what makes a good trailer? 0:00:40.990,0:00:45.220 So, it’s important to know what a trailer[br]is actually for. 0:00:45.220,0:00:49.140 A trailer is not a random montage of gameplay[br]clips. 0:00:49.140,0:00:51.450 It’s not a dry rundown of features. 0:00:51.450,0:00:53.670 It’s not your opening cutscene. 0:00:53.670,0:00:55.660 And it’s definitely not a sales pitch. 0:00:55.660,0:00:58.740 TRAILER VO: “Hey you, looking at the screen. Lemme ask you a question. 0:00:58.740,0:01:03.150 Do you like awesome things that are awesome? Then you gotta play this game, dude. 0:01:03.150,0:01:05.600 It’s frigging cool. And crazy addictive". 0:01:05.600,0:01:13.220 Yugh. Instead, the primary purpose of a trailer[br]is to tell players what makes your game unique. 0:01:13.220,0:01:18.810 You see, every popular indie game has a hook,[br]which Crypt of the Necrodancer developer Ryan 0:01:18.810,0:01:23.830 Clark describes as “some interesting bit[br]of information about the game that compels 0:01:23.830,0:01:26.590 people to try it, or to discuss it”. 0:01:26.590,0:01:31.190 It could be a clever game mechanic, like a[br]dungeon crawler where you move to the beat 0:01:31.190,0:01:32.190 of the music. 0:01:32.190,0:01:35.870 Or an RPG where you can talk enemies out of[br]fighting. 0:01:35.870,0:01:42.400 It could be an exciting mash-up of genres,[br]like a deck-building roguelike, or a stealth platformer. 0:01:42.400,0:01:46.580 It could be a unique setting or story that[br]we haven’t seen before. 0:01:46.580,0:01:48.780 Or a particularly strong art style. 0:01:48.780,0:01:53.210 The trailer is a chance to explain your hook[br]to the player, and the press. 0:01:53.210,0:01:59.170 Both of which will then share that idea in[br]conversations, tweets, headlines and so on. 0:01:59.170,0:02:03.940 Derek Lieu is one of the most prolific trailer[br]makers around, and says “I think it's important 0:02:03.940,0:02:08.520 to consider how someone will talk about a[br]game after seeing the trailer; I think the 0:02:08.520,0:02:12.910 simpler you make an idea to share, the more[br]it will get shared”. 0:02:12.910,0:02:17.500 Now, a beautiful game like GRIS practically[br]sells itself. 0:02:17.500,0:02:22.200 But if your hook is a clever game mechanic,[br]you’re going to need to explain it. 0:02:22.200,0:02:27.060 If the idea is particularly complex and can’t[br]be easily communicated through visuals alone 0:02:27.060,0:02:32.500 - like branching narratives and procedural[br]generation - then maybe explicit communication is 0:02:32.500,0:02:33.670 the way to go. 0:02:33.670,0:02:36.849 That might be through pop-up text-based title[br]cards. 0:02:36.849,0:02:38.910 Or, a voice over track. 0:02:38.910,0:02:42.200 For example, listen to this trailer for Heaven’s[br]Vault. 0:02:42.200,0:02:46.099 ALIYA: “I’m an archeologist. I dig stuff up. 0:02:46.100,0:02:51.440 Every inscription I decipher is a piece of[br]the puzzle. 0:02:51.440,0:02:58.900 Every moon I sail to, reveals a new path to[br]explore. 0:02:58.900,0:03:08.280 And every new discovery, can change the story,[br]entirely”. 0:03:08.290,0:03:12.319 These few words neatly describe the core of[br]this game. 0:03:12.319,0:03:16.770 You’re an archeologist. You translate inscriptions. You travel through space. 0:03:16.770,0:03:19.170 And the story changes based on your actions. 0:03:19.170,0:03:24.250 It’s not just random scraps of dialogue,[br]but a clear description of the game’s idea. 0:03:24.250,0:03:28.470 And best of all, the devs got the actress[br]for the game’s main character, to read the 0:03:28.470,0:03:33.610 script - which feels more natural, less like[br]a sales pitch, and also introduces us to one 0:03:33.610,0:03:35.410 of the characters in the game. 0:03:35.410,0:03:39.730 But if the game can speak for itself, it’s best to just let it. 0:03:39.730,0:03:43.709 I think viewers end up watching the trailer[br]more actively when they’re forced to figure 0:03:43.709,0:03:47.290 out what’s going on for themselves - which[br]is more engaging. 0:03:47.290,0:03:51.989 This can achieved by clearly and simply showing[br]how the game is played. 0:03:51.989,0:03:57.190 In this trailer for the bonkers rule-changing[br]puzzle game Baba is You, we start by seeing 0:03:57.190,0:04:03.670 the sentence “Baba is You” change to “Rock[br]is You”, and then the rock starts moving around. 0:04:03.670,0:04:08.860 That elegantly sums up the way players get[br]to fiddle with the game’s most fundamental rules. 0:04:08.860,0:04:13.459 Here’s another game: Way of the Passive[br]Fist, which is about parrying attacks until 0:04:13.459,0:04:17.799 the enemy is knackered - and then knocking[br]them out with a single touch. 0:04:17.800,0:04:22.860 To show this, the trailer begins with the[br]main character fending off attacks for 10 seconds. 0:04:24.580,0:04:29.800 Then, the action slows, the music stops, and[br]the hero pokes an exhausted enemy to send 0:04:29.800,0:04:32.260 them flying across the screen. 0:04:32.260,0:04:37.630 And then in the trailer for Return of the[br]Obra Dinn, we see a corpse, the pocket watch, 0:04:37.630,0:04:42.630 some death vignettes, and - finally - recording[br]information about the corpse’s death in 0:04:42.630,0:04:44.060 the log book. 0:04:44.060,0:04:48.331 You don’t need to turn your trailer into[br]a full tutorial, but players shouldn’t be 0:04:48.331,0:04:51.410 left confused by what they actually do in[br]the game. 0:04:51.410,0:04:57.490 Trailer maker M Joshua says “consider this[br]your first major hurdle: players can’t imagine 0:04:57.490,0:05:01.419 themselves inside of a game they don’t understand”. 0:05:01.419,0:05:07.150 Now, there’s no point explaining your game[br]if you’ve already lost your viewer’s attention. 0:05:07.150,0:05:11.419 Pacing is critical, and if you don’t get[br]it right your viewer will click off your trailer 0:05:11.419,0:05:14.450 quicker than players abandoned Fallout 76. 0:05:14.450,0:05:18.650 And to get this right, you could do a lot[br]worse than cribbing from Derek Lieu’s graph 0:05:18.650,0:05:22.880 of rising intensity, which looks like this… 0:05:22.880,0:05:26.419 So step one is the cold open. 0:05:26.419,0:05:31.000 The beginning of the trailer is crucial to[br]get right, so Derek often starts strong with 0:05:31.000,0:05:35.760 an intense action moment, a slice of gameplay,[br]or even a joke - 0:05:35.760,0:05:41.220 DELILAH: Manifest tells people not to go too far in[br]there - it’s pretty dangerous. You’re in it, aren’t you? 0:05:41.229,0:05:43.710 HENRY: It doesn’t seem that dangerous - woah, ah! 0:05:43.710,0:05:44.710 DELILAH: Henry! 0:05:44.710,0:05:46.840 HENRY: Seriously, it’s completely fine in here. 0:05:46.840,0:05:47.840 DELILAH: Damnit!” 0:05:47.840,0:05:51.919 Don’t bore your viewers with exposition right[br]out of the gate. 0:05:51.919,0:05:56.729 And unless you’ve got some serious clout,[br]hold back on the studio logos, as well. 0:05:56.729,0:06:00.410 “From the makers of FTL” is a hook in[br]of itself. 0:06:00.410,0:06:05.910 But Constipated Gorilla Studios doesn’t[br]mean anything because I just made it up. 0:06:05.910,0:06:10.620 Now, you can’t keep that level of intensity[br]going throughout the whole trailer. 0:06:10.620,0:06:16.110 Non-stop action is exhausting, and viewers[br]will start to zone out and stop paying attention. 0:06:16.110,0:06:19.310 So it’s time for step two - introduction. 0:06:19.310,0:06:23.150 At this point, Derek takes a moment to slow[br]down and turn the viewer’s attention to 0:06:23.150,0:06:24.990 something less intense. 0:06:24.990,0:06:30.610 This is a good time to set up the story, introduce[br]the world, or - as before - explain the main 0:06:30.610,0:06:32.310 game mechanic. 0:06:32.310,0:06:36.720 With the viewer’s attention secured by the[br]cold open, and their basic understanding of 0:06:36.720,0:06:42.259 what’s happening achieved in the exposition,[br]we can move onto step three: escalation. 0:06:42.259,0:06:44.150 Here, we can build on things. 0:06:44.150,0:06:49.771 We can slowly increase the intensity, add[br]in more mechanics, ramp up the action, show 0:06:49.771,0:06:53.250 more explosions, and reduce the time between[br]cuts. 0:06:53.250,0:06:56.620 It’s really important to have lots of variety[br]here. 0:06:56.620,0:07:00.950 If you’re always seeing the same type of[br]enemy, or the same location, the viewer will 0:07:00.950,0:07:03.569 start to think “is that all there is?”. 0:07:03.569,0:07:06.540 Make a point to show different things with[br]every cut. 0:07:06.540,0:07:10.889 There’s a cute trick that a lot of trailer[br]makers use where the main character doesn’t 0:07:10.889,0:07:16.100 move, but the backgrounds or enemies or costumes[br]do, to indicate oodles of content. 0:07:16.100,0:07:21.960 It’s a bit played out, but still better[br]than a title card that says “60 levels”. 0:07:21.960,0:07:23.569 Step four is the climax. 0:07:23.569,0:07:29.259 This is where the action builds up to its[br]most intense point - and then stops. 0:07:29.259,0:07:34.390 We don’t want to show everything, and ideally[br]we want to leave lingering questions in the 0:07:34.390,0:07:35.630 viewer’s mind. 0:07:35.630,0:07:39.290 This Hyper Light Drifter trailer ends with[br]an eeery boss fight. 0:07:39.290,0:07:43.380 And this Firewatch trailer expertly sets up[br]a mystery that makes you want to play the 0:07:43.380,0:07:45.410 game and see what happens next. 0:07:45.410,0:07:48.980 DELILAH: “Wait, you’re already there? You’re not in your tower? 0:07:48.980,0:07:50.500 HENRY: No, I’m not. 0:07:50.500,0:07:54.020 DELILAH: Then who is?”. 0:07:54.020,0:07:59.319 It’s here that we finally reveal the game’s[br]name or logo, and relevant information like 0:07:59.319,0:08:01.300 platforms and the release date. 0:08:01.300,0:08:06.469 And maybe a call to action - just, don’t[br]give your viewer decision paralysis: ask them 0:08:06.469,0:08:08.590 to do just one thing. 0:08:08.590,0:08:11.229 And, sometimes, there’s step five. 0:08:11.229,0:08:12.229 The button. 0:08:12.229,0:08:17.240 a cute extra joke, or bit of action, or a[br]tease after the end of the trailer. 0:08:17.240,0:08:19.760 You want to end on a high note, after all. 0:08:27.620,0:08:30.539 Presentation for trailers is particularly[br]important. 0:08:30.539,0:08:35.610 With so little time, so many fast cuts, and[br]with first impressions being literally all 0:08:35.610,0:08:40.389 you have right now, it’s more critical than[br]ever that you make every frame count. 0:08:40.389,0:08:43.800 The most crucial thing is making the trailer[br]readable. 0:08:43.800,0:08:49.220 This means reducing clutter to only focus[br]the viewer’s attention on the most important stuff. 0:08:49.220,0:08:54.460 Lucas Pope could have shown Papers, Please[br]like this: this is how it appears in the game, 0:08:54.470,0:08:59.730 after all: three different windows, all vying[br]for your attention with loads of noisy information. 0:08:59.730,0:09:05.900 But, instead, Lucas crops the viewpoint down[br]to only what he wants to show - the line of immigrants. 0:09:05.900,0:09:11.380 The faces. The documents. The stamp. The rule book. The photos. 0:09:11.389,0:09:16.839 It’s generally a good idea to hide interface[br]elements like the HUD and mouse cursors. 0:09:16.839,0:09:22.420 And use crops, close-ups, or even custom-made[br]areas to highlight the important bits. 0:09:22.420,0:09:25.879 Don’t let noise compete for attention. 0:09:25.879,0:09:28.949 Clarity between clips is important, too. 0:09:28.949,0:09:33.199 The viewer will try to focus on something[br]on screen - usually the player character. 0:09:33.199,0:09:37.360 But when the video cuts, they’ve got to[br]find that point of focus again - which is 0:09:37.360,0:09:39.540 tiring and wastes time. 0:09:39.540,0:09:44.889 Instead, try to keep the focus point in generally[br]the same place between cuts. 0:09:44.889,0:09:48.540 Beyond readability, we want trailers to look attractive. 0:09:48.540,0:09:53.809 So think about composition, and use tricks like[br]the rule of thirds, scenic landscape shots, 0:09:53.809,0:09:59.050 tracking cameras, and heroic character portraits,[br]to make the game look great. 0:09:59.050,0:10:03.989 And remember that as the trailer maker you’re[br]not just the director and editor, but also 0:10:03.989,0:10:08.380 the actor: and so you want to show off gameplay[br]that looks super slick. 0:10:08.380,0:10:13.649 Derek records dozens of takes of the same[br]action, like throwing this bottle in Firewatch, 0:10:13.649,0:10:15.949 to get one that looks perfect. 0:10:15.949,0:10:19.329 And unless you’re making a point about permadeath,[br]you don’t really want to be taking damage 0:10:19.329,0:10:22.179 or dying in your gameplay footage. 0:10:22.179,0:10:24.339 Sound is super important, too. 0:10:24.339,0:10:27.540 Music should ideally match the intensity of[br]what’s happening on screen. 0:10:27.540,0:10:31.559 So, sometimes the composer will write a specific[br]song for the trailer. 0:10:31.559,0:10:35.000 Other times the OST can get chopped up to[br]fit the marketing. 0:10:35.000,0:10:38.060 And sometimes the trailer gets cut around[br]a song. 0:10:38.060,0:10:41.740 Putting cuts on the beat is fun, and so is[br]putting actions on the beat. 0:10:45.120,0:10:46.920 Don’t forget sound effects, though. 0:10:46.929,0:10:51.689 M Joshua says “your players feel the game[br]through the sounds, though they might not 0:10:51.689,0:10:52.879 realize it. 0:10:52.879,0:10:57.270 If you’re showing a trailer with just music[br]and no sound effects, more than likely, it 0:10:57.270,0:10:59.449 feels dry and lifeless.” 0:10:59.449,0:11:04.059 You know how important sound effects are in[br]the games themselves, so maybe don’t mute 0:11:04.059,0:11:07.379 them for the trailer. 0:11:07.379,0:11:09.699 So let’s look at it all of this stuff in[br]action. 0:11:09.699,0:11:13.480 Here’s the trailer for Subnautica, made[br]by Derek Lieu 0:11:13.480,0:11:17.019 We start with 12 seconds of high intensity[br]action. 0:11:17.019,0:11:20.040 Explosions. Fire. A disintegrating ship. 0:11:20.040,0:11:26.279 The music is high tempo and the cuts are fast. 0:11:26.279,0:11:33.649 Then we change gears for the introduction. 0:11:33.649,0:11:35.089 Things are calmer now. 0:11:35.089,0:11:38.160 And we see what we’re actually going to[br]do when we play the game. 0:11:38.160,0:11:46.899 We’ll jump into the ocean, swim around,[br]stab stuff, craft things. 0:11:46.899,0:11:51.749 After a while there’s a voice over, which[br]sounds like an AI voice from our drop pod. 0:11:51.749,0:11:54.700 And it elegantly explains the core loop of[br]the game: 0:11:54.700,0:12:00.220 AI: “Utilising alien resources is a proven survival strategy. 0:12:00.220,0:12:04.280 Explore. Study. Catalogue new species. 0:12:04.280,0:12:10.040 Secure food and energy. And gather data on unusual phenomenon”. 0:12:10.040,0:12:16.520 Things get more intense with the escalation. 0:12:16.520,0:12:21.199 The music swells as we see just how much stuff we[br]can do in this game. 0:12:21.199,0:12:22.709 All the things we can build. 0:12:22.709,0:12:25.279 All the animals that are trying to murder[br]us. 0:12:25.279,0:12:26.829 Bones in the deep. 0:12:26.829,0:12:28.529 Plus: review quotes! 0:12:28.529,0:12:30.080 If you’ve got ‘em, flaunt ‘em. 0:12:39.620,0:12:43.940 And then the climax, an ominous line... 0:12:43.940,0:12:45.440 TRAILER GUY: "We shouldn’t have gone so deep”. 0:12:45.440,0:12:51.319 ... a mysterious chamber. And then the game name and logo. 0:12:51.319,0:12:58.199 Oof! This is a really well paced trailer which[br]explains how the game plays, and leaves unanswered 0:12:58.199,0:13:00.949 questions that encourage you to play for yourself. 0:13:00.949,0:13:05.449 It shows loads of variety, suggesting that[br]there’s a lot to uncover in this game. 0:13:05.449,0:13:09.799 And Subnautica’s hook - that it’s a game[br]about crafting huge structures to survive 0:13:09.799,0:13:14.429 in an underwater alien world - is expressed[br]really clearly. 0:13:14.429,0:13:16.579 Top marks for this trailer. 0:13:17.360,0:13:22.459 I guess the only thing left to consider is,[br]if you follow these rules too closely, your 0:13:22.459,0:13:25.470 trailer will start to look like all of the other[br]trailers. 0:13:25.470,0:13:28.959 And you’re back to your first problem: standing[br]out from the crowd. 0:13:28.959,0:13:31.879 So it’s important to be creative and different. 0:13:31.879,0:13:35.160 Use these ideas as guidelines, but not as[br]a template. 0:13:35.160,0:13:39.139 So, for example, take this amazing trailer[br]for Factorio. 0:13:39.139,0:13:44.249 It still shows off the game’s hook, tells[br]you how the game works, and ramps up the intensity 0:13:44.249,0:13:48.500 over time - but it does so in a single, continuous[br]shot. 0:13:50.240,0:13:52.279 And if in doubt, hire a professional. 0:13:52.279,0:13:57.470 I’ve put links to the websites for all the[br]best trailer makers in the description, plus 0:13:57.470,0:14:03.769 additional resources for things like capturing[br]high quality footage, using ESRB and PEGI 0:14:03.769,0:14:06.399 logos, and more. 0:14:08.380,0:14:10.320 Hey! Thanks for watching! 0:14:10.329,0:14:15.610 Obviously this one isn’t about game design,[br]per se, but it’s still super important for 0:14:15.610,0:14:19.439 those wading into the scary world of indie[br]game development. 0:14:19.439,0:14:25.419 I guess I should take my own advice now and do[br]just one call to action. 0:14:25.419,0:14:30.029 Okay, this time I want you to… just have[br]a really lovely day. 0:14:30.029,0:14:30.879 Okay bye.