1 00:00:03,720 --> 00:00:09,340 At a time when hundreds of new games are hitting the Steam shelves, the Switch eShop, and the 2 00:00:09,340 --> 00:00:14,410 PlayStation Store every single month, the most difficult thing about making games, might 3 00:00:14,410 --> 00:00:17,940 actually be just getting people to know that your game exists. 4 00:00:17,940 --> 00:00:22,060 Now, there’s so much involved in a strong marketing campaign. 5 00:00:22,060 --> 00:00:25,650 But one of the key components is a good trailer. 6 00:00:25,650 --> 00:00:31,599 This is about 90-odd seconds of uninterrupted footage of your game, beamed directly into 7 00:00:31,599 --> 00:00:33,300 your potential player’s eyeballs. 8 00:00:33,300 --> 00:00:38,910 So, you better not waste this opportunity - and it’s a good time to ask the question: 9 00:00:38,910 --> 00:00:40,990 what makes a good trailer? 10 00:00:40,990 --> 00:00:45,220 So, it’s important to know what a trailer is actually for. 11 00:00:45,220 --> 00:00:49,140 A trailer is not a random montage of gameplay clips. 12 00:00:49,140 --> 00:00:51,450 It’s not a dry rundown of features. 13 00:00:51,450 --> 00:00:53,670 It’s not your opening cutscene. 14 00:00:53,670 --> 00:00:55,660 And it’s definitely not a sales pitch. 15 00:00:55,660 --> 00:00:58,740 TRAILER VO: “Hey you, looking at the screen. Lemme ask you a question. 16 00:00:58,740 --> 00:01:03,150 Do you like awesome things that are awesome? Then you gotta play this game, dude. 17 00:01:03,150 --> 00:01:05,600 It’s frigging cool. And crazy addictive". 18 00:01:05,600 --> 00:01:13,220 Yugh. Instead, the primary purpose of a trailer is to tell players what makes your game unique. 19 00:01:13,220 --> 00:01:18,810 You see, every popular indie game has a hook, which Crypt of the Necrodancer developer Ryan 20 00:01:18,810 --> 00:01:23,830 Clark describes as “some interesting bit of information about the game that compels 21 00:01:23,830 --> 00:01:26,590 people to try it, or to discuss it”. 22 00:01:26,590 --> 00:01:31,190 It could be a clever game mechanic, like a dungeon crawler where you move to the beat 23 00:01:31,190 --> 00:01:32,190 of the music. 24 00:01:32,190 --> 00:01:35,870 Or an RPG where you can talk enemies out of fighting. 25 00:01:35,870 --> 00:01:42,400 It could be an exciting mash-up of genres, like a deck-building roguelike, or a stealth platformer. 26 00:01:42,400 --> 00:01:46,580 It could be a unique setting or story that we haven’t seen before. 27 00:01:46,580 --> 00:01:48,780 Or a particularly strong art style. 28 00:01:48,780 --> 00:01:53,210 The trailer is a chance to explain your hook to the player, and the press. 29 00:01:53,210 --> 00:01:59,170 Both of which will then share that idea in conversations, tweets, headlines and so on. 30 00:01:59,170 --> 00:02:03,940 Derek Lieu is one of the most prolific trailer makers around, and says “I think it's important 31 00:02:03,940 --> 00:02:08,520 to consider how someone will talk about a game after seeing the trailer; I think the 32 00:02:08,520 --> 00:02:12,910 simpler you make an idea to share, the more it will get shared”. 33 00:02:12,910 --> 00:02:17,500 Now, a beautiful game like GRIS practically sells itself. 34 00:02:17,500 --> 00:02:22,200 But if your hook is a clever game mechanic, you’re going to need to explain it. 35 00:02:22,200 --> 00:02:27,060 If the idea is particularly complex and can’t be easily communicated through visuals alone 36 00:02:27,060 --> 00:02:32,500 - like branching narratives and procedural generation - then maybe explicit communication is 37 00:02:32,500 --> 00:02:33,670 the way to go. 38 00:02:33,670 --> 00:02:36,849 That might be through pop-up text-based title cards. 39 00:02:36,849 --> 00:02:38,910 Or, a voice over track. 40 00:02:38,910 --> 00:02:42,200 For example, listen to this trailer for Heaven’s Vault. 41 00:02:42,200 --> 00:02:46,099 ALIYA: “I’m an archeologist. I dig stuff up. 42 00:02:46,100 --> 00:02:51,440 Every inscription I decipher is a piece of the puzzle. 43 00:02:51,440 --> 00:02:58,900 Every moon I sail to, reveals a new path to explore. 44 00:02:58,900 --> 00:03:08,280 And every new discovery, can change the story, entirely”. 45 00:03:08,290 --> 00:03:12,319 These few words neatly describe the core of this game. 46 00:03:12,319 --> 00:03:16,770 You’re an archeologist. You translate inscriptions. You travel through space. 47 00:03:16,770 --> 00:03:19,170 And the story changes based on your actions. 48 00:03:19,170 --> 00:03:24,250 It’s not just random scraps of dialogue, but a clear description of the game’s idea. 49 00:03:24,250 --> 00:03:28,470 And best of all, the devs got the actress for the game’s main character, to read the 50 00:03:28,470 --> 00:03:33,610 script - which feels more natural, less like a sales pitch, and also introduces us to one 51 00:03:33,610 --> 00:03:35,410 of the characters in the game. 52 00:03:35,410 --> 00:03:39,730 But if the game can speak for itself, it’s best to just let it. 53 00:03:39,730 --> 00:03:43,709 I think viewers end up watching the trailer more actively when they’re forced to figure 54 00:03:43,709 --> 00:03:47,290 out what’s going on for themselves - which is more engaging. 55 00:03:47,290 --> 00:03:51,989 This can achieved by clearly and simply showing how the game is played. 56 00:03:51,989 --> 00:03:57,190 In this trailer for the bonkers rule-changing puzzle game Baba is You, we start by seeing 57 00:03:57,190 --> 00:04:03,670 the sentence “Baba is You” change to “Rock is You”, and then the rock starts moving around. 58 00:04:03,670 --> 00:04:08,860 That elegantly sums up the way players get to fiddle with the game’s most fundamental rules. 59 00:04:08,860 --> 00:04:13,459 Here’s another game: Way of the Passive Fist, which is about parrying attacks until 60 00:04:13,459 --> 00:04:17,799 the enemy is knackered - and then knocking them out with a single touch. 61 00:04:17,800 --> 00:04:22,860 To show this, the trailer begins with the main character fending off attacks for 10 seconds. 62 00:04:24,580 --> 00:04:29,800 Then, the action slows, the music stops, and the hero pokes an exhausted enemy to send 63 00:04:29,800 --> 00:04:32,260 them flying across the screen. 64 00:04:32,260 --> 00:04:37,630 And then in the trailer for Return of the Obra Dinn, we see a corpse, the pocket watch, 65 00:04:37,630 --> 00:04:42,630 some death vignettes, and - finally - recording information about the corpse’s death in 66 00:04:42,630 --> 00:04:44,060 the log book. 67 00:04:44,060 --> 00:04:48,331 You don’t need to turn your trailer into a full tutorial, but players shouldn’t be 68 00:04:48,331 --> 00:04:51,410 left confused by what they actually do in the game. 69 00:04:51,410 --> 00:04:57,490 Trailer maker M Joshua says “consider this your first major hurdle: players can’t imagine 70 00:04:57,490 --> 00:05:01,419 themselves inside of a game they don’t understand”. 71 00:05:01,419 --> 00:05:07,150 Now, there’s no point explaining your game if you’ve already lost your viewer’s attention. 72 00:05:07,150 --> 00:05:11,419 Pacing is critical, and if you don’t get it right your viewer will click off your trailer 73 00:05:11,419 --> 00:05:14,450 quicker than players abandoned Fallout 76. 74 00:05:14,450 --> 00:05:18,650 And to get this right, you could do a lot worse than cribbing from Derek Lieu’s graph 75 00:05:18,650 --> 00:05:22,880 of rising intensity, which looks like this… 76 00:05:22,880 --> 00:05:26,419 So step one is the cold open. 77 00:05:26,419 --> 00:05:31,000 The beginning of the trailer is crucial to get right, so Derek often starts strong with 78 00:05:31,000 --> 00:05:35,760 an intense action moment, a slice of gameplay, or even a joke - 79 00:05:35,760 --> 00:05:41,220 DELILAH: Manifest tells people not to go too far in there - it’s pretty dangerous. You’re in it, aren’t you? 80 00:05:41,229 --> 00:05:43,710 HENRY: It doesn’t seem that dangerous - woah, ah! 81 00:05:43,710 --> 00:05:44,710 DELILAH: Henry! 82 00:05:44,710 --> 00:05:46,840 HENRY: Seriously, it’s completely fine in here. 83 00:05:46,840 --> 00:05:47,840 DELILAH: Damnit!” 84 00:05:47,840 --> 00:05:51,919 Don’t bore your viewers with exposition right out of the gate. 85 00:05:51,919 --> 00:05:56,729 And unless you’ve got some serious clout, hold back on the studio logos, as well. 86 00:05:56,729 --> 00:06:00,410 “From the makers of FTL” is a hook in of itself. 87 00:06:00,410 --> 00:06:05,910 But Constipated Gorilla Studios doesn’t mean anything because I just made it up. 88 00:06:05,910 --> 00:06:10,620 Now, you can’t keep that level of intensity going throughout the whole trailer. 89 00:06:10,620 --> 00:06:16,110 Non-stop action is exhausting, and viewers will start to zone out and stop paying attention. 90 00:06:16,110 --> 00:06:19,310 So it’s time for step two - introduction. 91 00:06:19,310 --> 00:06:23,150 At this point, Derek takes a moment to slow down and turn the viewer’s attention to 92 00:06:23,150 --> 00:06:24,990 something less intense. 93 00:06:24,990 --> 00:06:30,610 This is a good time to set up the story, introduce the world, or - as before - explain the main 94 00:06:30,610 --> 00:06:32,310 game mechanic. 95 00:06:32,310 --> 00:06:36,720 With the viewer’s attention secured by the cold open, and their basic understanding of 96 00:06:36,720 --> 00:06:42,259 what’s happening achieved in the exposition, we can move onto step three: escalation. 97 00:06:42,259 --> 00:06:44,150 Here, we can build on things. 98 00:06:44,150 --> 00:06:49,771 We can slowly increase the intensity, add in more mechanics, ramp up the action, show 99 00:06:49,771 --> 00:06:53,250 more explosions, and reduce the time between cuts. 100 00:06:53,250 --> 00:06:56,620 It’s really important to have lots of variety here. 101 00:06:56,620 --> 00:07:00,950 If you’re always seeing the same type of enemy, or the same location, the viewer will 102 00:07:00,950 --> 00:07:03,569 start to think “is that all there is?”. 103 00:07:03,569 --> 00:07:06,540 Make a point to show different things with every cut. 104 00:07:06,540 --> 00:07:10,889 There’s a cute trick that a lot of trailer makers use where the main character doesn’t 105 00:07:10,889 --> 00:07:16,100 move, but the backgrounds or enemies or costumes do, to indicate oodles of content. 106 00:07:16,100 --> 00:07:21,960 It’s a bit played out, but still better than a title card that says “60 levels”. 107 00:07:21,960 --> 00:07:23,569 Step four is the climax. 108 00:07:23,569 --> 00:07:29,259 This is where the action builds up to its most intense point - and then stops. 109 00:07:29,259 --> 00:07:34,390 We don’t want to show everything, and ideally we want to leave lingering questions in the 110 00:07:34,390 --> 00:07:35,630 viewer’s mind. 111 00:07:35,630 --> 00:07:39,290 This Hyper Light Drifter trailer ends with an eeery boss fight. 112 00:07:39,290 --> 00:07:43,380 And this Firewatch trailer expertly sets up a mystery that makes you want to play the 113 00:07:43,380 --> 00:07:45,410 game and see what happens next. 114 00:07:45,410 --> 00:07:48,980 DELILAH: “Wait, you’re already there? You’re not in your tower? 115 00:07:48,980 --> 00:07:50,500 HENRY: No, I’m not. 116 00:07:50,500 --> 00:07:54,020 DELILAH: Then who is?”. 117 00:07:54,020 --> 00:07:59,319 It’s here that we finally reveal the game’s name or logo, and relevant information like 118 00:07:59,319 --> 00:08:01,300 platforms and the release date. 119 00:08:01,300 --> 00:08:06,469 And maybe a call to action - just, don’t give your viewer decision paralysis: ask them 120 00:08:06,469 --> 00:08:08,590 to do just one thing. 121 00:08:08,590 --> 00:08:11,229 And, sometimes, there’s step five. 122 00:08:11,229 --> 00:08:12,229 The button. 123 00:08:12,229 --> 00:08:17,240 a cute extra joke, or bit of action, or a tease after the end of the trailer. 124 00:08:17,240 --> 00:08:19,760 You want to end on a high note, after all. 125 00:08:27,620 --> 00:08:30,539 Presentation for trailers is particularly important. 126 00:08:30,539 --> 00:08:35,610 With so little time, so many fast cuts, and with first impressions being literally all 127 00:08:35,610 --> 00:08:40,389 you have right now, it’s more critical than ever that you make every frame count. 128 00:08:40,389 --> 00:08:43,800 The most crucial thing is making the trailer readable. 129 00:08:43,800 --> 00:08:49,220 This means reducing clutter to only focus the viewer’s attention on the most important stuff. 130 00:08:49,220 --> 00:08:54,460 Lucas Pope could have shown Papers, Please like this: this is how it appears in the game, 131 00:08:54,470 --> 00:08:59,730 after all: three different windows, all vying for your attention with loads of noisy information. 132 00:08:59,730 --> 00:09:05,900 But, instead, Lucas crops the viewpoint down to only what he wants to show - the line of immigrants. 133 00:09:05,900 --> 00:09:11,380 The faces. The documents. The stamp. The rule book. The photos. 134 00:09:11,389 --> 00:09:16,839 It’s generally a good idea to hide interface elements like the HUD and mouse cursors. 135 00:09:16,839 --> 00:09:22,420 And use crops, close-ups, or even custom-made areas to highlight the important bits. 136 00:09:22,420 --> 00:09:25,879 Don’t let noise compete for attention. 137 00:09:25,879 --> 00:09:28,949 Clarity between clips is important, too. 138 00:09:28,949 --> 00:09:33,199 The viewer will try to focus on something on screen - usually the player character. 139 00:09:33,199 --> 00:09:37,360 But when the video cuts, they’ve got to find that point of focus again - which is 140 00:09:37,360 --> 00:09:39,540 tiring and wastes time. 141 00:09:39,540 --> 00:09:44,889 Instead, try to keep the focus point in generally the same place between cuts. 142 00:09:44,889 --> 00:09:48,540 Beyond readability, we want trailers to look attractive. 143 00:09:48,540 --> 00:09:53,809 So think about composition, and use tricks like the rule of thirds, scenic landscape shots, 144 00:09:53,809 --> 00:09:59,050 tracking cameras, and heroic character portraits, to make the game look great. 145 00:09:59,050 --> 00:10:03,989 And remember that as the trailer maker you’re not just the director and editor, but also 146 00:10:03,989 --> 00:10:08,380 the actor: and so you want to show off gameplay that looks super slick. 147 00:10:08,380 --> 00:10:13,649 Derek records dozens of takes of the same action, like throwing this bottle in Firewatch, 148 00:10:13,649 --> 00:10:15,949 to get one that looks perfect. 149 00:10:15,949 --> 00:10:19,329 And unless you’re making a point about permadeath, you don’t really want to be taking damage 150 00:10:19,329 --> 00:10:22,179 or dying in your gameplay footage. 151 00:10:22,179 --> 00:10:24,339 Sound is super important, too. 152 00:10:24,339 --> 00:10:27,540 Music should ideally match the intensity of what’s happening on screen. 153 00:10:27,540 --> 00:10:31,559 So, sometimes the composer will write a specific song for the trailer. 154 00:10:31,559 --> 00:10:35,000 Other times the OST can get chopped up to fit the marketing. 155 00:10:35,000 --> 00:10:38,060 And sometimes the trailer gets cut around a song. 156 00:10:38,060 --> 00:10:41,740 Putting cuts on the beat is fun, and so is putting actions on the beat. 157 00:10:45,120 --> 00:10:46,920 Don’t forget sound effects, though. 158 00:10:46,929 --> 00:10:51,689 M Joshua says “your players feel the game through the sounds, though they might not 159 00:10:51,689 --> 00:10:52,879 realize it. 160 00:10:52,879 --> 00:10:57,270 If you’re showing a trailer with just music and no sound effects, more than likely, it 161 00:10:57,270 --> 00:10:59,449 feels dry and lifeless.” 162 00:10:59,449 --> 00:11:04,059 You know how important sound effects are in the games themselves, so maybe don’t mute 163 00:11:04,059 --> 00:11:07,379 them for the trailer. 164 00:11:07,379 --> 00:11:09,699 So let’s look at it all of this stuff in action. 165 00:11:09,699 --> 00:11:13,480 Here’s the trailer for Subnautica, made by Derek Lieu 166 00:11:13,480 --> 00:11:17,019 We start with 12 seconds of high intensity action. 167 00:11:17,019 --> 00:11:20,040 Explosions. Fire. A disintegrating ship. 168 00:11:20,040 --> 00:11:26,279 The music is high tempo and the cuts are fast. 169 00:11:26,279 --> 00:11:33,649 Then we change gears for the introduction. 170 00:11:33,649 --> 00:11:35,089 Things are calmer now. 171 00:11:35,089 --> 00:11:38,160 And we see what we’re actually going to do when we play the game. 172 00:11:38,160 --> 00:11:46,899 We’ll jump into the ocean, swim around, stab stuff, craft things. 173 00:11:46,899 --> 00:11:51,749 After a while there’s a voice over, which sounds like an AI voice from our drop pod. 174 00:11:51,749 --> 00:11:54,700 And it elegantly explains the core loop of the game: 175 00:11:54,700 --> 00:12:00,220 AI: “Utilising alien resources is a proven survival strategy. 176 00:12:00,220 --> 00:12:04,280 Explore. Study. Catalogue new species. 177 00:12:04,280 --> 00:12:10,040 Secure food and energy. And gather data on unusual phenomenon”. 178 00:12:10,040 --> 00:12:16,520 Things get more intense with the escalation. 179 00:12:16,520 --> 00:12:21,199 The music swells as we see just how much stuff we can do in this game. 180 00:12:21,199 --> 00:12:22,709 All the things we can build. 181 00:12:22,709 --> 00:12:25,279 All the animals that are trying to murder us. 182 00:12:25,279 --> 00:12:26,829 Bones in the deep. 183 00:12:26,829 --> 00:12:28,529 Plus: review quotes! 184 00:12:28,529 --> 00:12:30,080 If you’ve got ‘em, flaunt ‘em. 185 00:12:39,620 --> 00:12:43,940 And then the climax, an ominous line... 186 00:12:43,940 --> 00:12:45,440 TRAILER GUY: "We shouldn’t have gone so deep”. 187 00:12:45,440 --> 00:12:51,319 ... a mysterious chamber. And then the game name and logo. 188 00:12:51,319 --> 00:12:58,199 Oof! This is a really well paced trailer which explains how the game plays, and leaves unanswered 189 00:12:58,199 --> 00:13:00,949 questions that encourage you to play for yourself. 190 00:13:00,949 --> 00:13:05,449 It shows loads of variety, suggesting that there’s a lot to uncover in this game. 191 00:13:05,449 --> 00:13:09,799 And Subnautica’s hook - that it’s a game about crafting huge structures to survive 192 00:13:09,799 --> 00:13:14,429 in an underwater alien world - is expressed really clearly. 193 00:13:14,429 --> 00:13:16,579 Top marks for this trailer. 194 00:13:17,360 --> 00:13:22,459 I guess the only thing left to consider is, if you follow these rules too closely, your 195 00:13:22,459 --> 00:13:25,470 trailer will start to look like all of the other trailers. 196 00:13:25,470 --> 00:13:28,959 And you’re back to your first problem: standing out from the crowd. 197 00:13:28,959 --> 00:13:31,879 So it’s important to be creative and different. 198 00:13:31,879 --> 00:13:35,160 Use these ideas as guidelines, but not as a template. 199 00:13:35,160 --> 00:13:39,139 So, for example, take this amazing trailer for Factorio. 200 00:13:39,139 --> 00:13:44,249 It still shows off the game’s hook, tells you how the game works, and ramps up the intensity 201 00:13:44,249 --> 00:13:48,500 over time - but it does so in a single, continuous shot. 202 00:13:50,240 --> 00:13:52,279 And if in doubt, hire a professional. 203 00:13:52,279 --> 00:13:57,470 I’ve put links to the websites for all the best trailer makers in the description, plus 204 00:13:57,470 --> 00:14:03,769 additional resources for things like capturing high quality footage, using ESRB and PEGI 205 00:14:03,769 --> 00:14:06,399 logos, and more. 206 00:14:08,380 --> 00:14:10,320 Hey! Thanks for watching! 207 00:14:10,329 --> 00:14:15,610 Obviously this one isn’t about game design, per se, but it’s still super important for 208 00:14:15,610 --> 00:14:19,439 those wading into the scary world of indie game development. 209 00:14:19,439 --> 00:14:25,419 I guess I should take my own advice now and do just one call to action. 210 00:14:25,419 --> 00:14:30,029 Okay, this time I want you to… just have a really lovely day. 211 00:14:30,029 --> 00:14:30,879 Okay bye.