[Script Info] Title: [Events] Format: Layer, Start, End, Style, Name, MarginL, MarginR, MarginV, Effect, Text Dialogue: 0,0:00:03.72,0:00:09.34,Default,,0000,0000,0000,,At a time when hundreds of new games are hitting\Nthe Steam shelves, the Switch eShop, and the Dialogue: 0,0:00:09.34,0:00:14.41,Default,,0000,0000,0000,,PlayStation Store every single month, the\Nmost difficult thing about making games, might Dialogue: 0,0:00:14.41,0:00:17.94,Default,,0000,0000,0000,,actually be just getting people to know that\Nyour game exists. Dialogue: 0,0:00:17.94,0:00:22.06,Default,,0000,0000,0000,,Now, there’s so much involved in a strong\Nmarketing campaign. Dialogue: 0,0:00:22.06,0:00:25.65,Default,,0000,0000,0000,,But one of the key components is a good trailer. Dialogue: 0,0:00:25.65,0:00:31.60,Default,,0000,0000,0000,,This is about 90-odd seconds of uninterrupted\Nfootage of your game, beamed directly into Dialogue: 0,0:00:31.60,0:00:33.30,Default,,0000,0000,0000,,your potential player’s eyeballs. Dialogue: 0,0:00:33.30,0:00:38.91,Default,,0000,0000,0000,,So, you better not waste this opportunity\N- and it’s a good time to ask the question: Dialogue: 0,0:00:38.91,0:00:40.99,Default,,0000,0000,0000,,what makes a good trailer? Dialogue: 0,0:00:40.99,0:00:45.22,Default,,0000,0000,0000,,So, it’s important to know what a trailer\Nis actually for. Dialogue: 0,0:00:45.22,0:00:49.14,Default,,0000,0000,0000,,A trailer is not a random montage of gameplay\Nclips. Dialogue: 0,0:00:49.14,0:00:51.45,Default,,0000,0000,0000,,It’s not a dry rundown of features. Dialogue: 0,0:00:51.45,0:00:53.67,Default,,0000,0000,0000,,It’s not your opening cutscene. Dialogue: 0,0:00:53.67,0:00:55.66,Default,,0000,0000,0000,,And it’s definitely not a sales pitch. Dialogue: 0,0:00:55.66,0:00:58.74,Default,,0000,0000,0000,,TRAILER VO: “Hey you, looking at the screen. Lemme ask you a question. Dialogue: 0,0:00:58.74,0:01:03.15,Default,,0000,0000,0000,,Do you like awesome things that are awesome? Then you gotta play this game, dude. Dialogue: 0,0:01:03.15,0:01:05.60,Default,,0000,0000,0000,,It’s frigging cool. And crazy addictive". Dialogue: 0,0:01:05.60,0:01:13.22,Default,,0000,0000,0000,,Yugh. Instead, the primary purpose of a trailer\Nis to tell players what makes your game unique. Dialogue: 0,0:01:13.22,0:01:18.81,Default,,0000,0000,0000,,You see, every popular indie game has a hook,\Nwhich Crypt of the Necrodancer developer Ryan Dialogue: 0,0:01:18.81,0:01:23.83,Default,,0000,0000,0000,,Clark describes as “some interesting bit\Nof information about the game that compels Dialogue: 0,0:01:23.83,0:01:26.59,Default,,0000,0000,0000,,people to try it, or to discuss it”. Dialogue: 0,0:01:26.59,0:01:31.19,Default,,0000,0000,0000,,It could be a clever game mechanic, like a\Ndungeon crawler where you move to the beat Dialogue: 0,0:01:31.19,0:01:32.19,Default,,0000,0000,0000,,of the music. Dialogue: 0,0:01:32.19,0:01:35.87,Default,,0000,0000,0000,,Or an RPG where you can talk enemies out of\Nfighting. Dialogue: 0,0:01:35.87,0:01:42.40,Default,,0000,0000,0000,,It could be an exciting mash-up of genres,\Nlike a deck-building roguelike, or a stealth platformer. Dialogue: 0,0:01:42.40,0:01:46.58,Default,,0000,0000,0000,,It could be a unique setting or story that\Nwe haven’t seen before. Dialogue: 0,0:01:46.58,0:01:48.78,Default,,0000,0000,0000,,Or a particularly strong art style. Dialogue: 0,0:01:48.78,0:01:53.21,Default,,0000,0000,0000,,The trailer is a chance to explain your hook\Nto the player, and the press. Dialogue: 0,0:01:53.21,0:01:59.17,Default,,0000,0000,0000,,Both of which will then share that idea in\Nconversations, tweets, headlines and so on. Dialogue: 0,0:01:59.17,0:02:03.94,Default,,0000,0000,0000,,Derek Lieu is one of the most prolific trailer\Nmakers around, and says “I think it's important Dialogue: 0,0:02:03.94,0:02:08.52,Default,,0000,0000,0000,,to consider how someone will talk about a\Ngame after seeing the trailer; I think the Dialogue: 0,0:02:08.52,0:02:12.91,Default,,0000,0000,0000,,simpler you make an idea to share, the more\Nit will get shared”. Dialogue: 0,0:02:12.91,0:02:17.50,Default,,0000,0000,0000,,Now, a beautiful game like GRIS practically\Nsells itself. Dialogue: 0,0:02:17.50,0:02:22.20,Default,,0000,0000,0000,,But if your hook is a clever game mechanic,\Nyou’re going to need to explain it. Dialogue: 0,0:02:22.20,0:02:27.06,Default,,0000,0000,0000,,If the idea is particularly complex and can’t\Nbe easily communicated through visuals alone Dialogue: 0,0:02:27.06,0:02:32.50,Default,,0000,0000,0000,,- like branching narratives and procedural\Ngeneration - then maybe explicit communication is Dialogue: 0,0:02:32.50,0:02:33.67,Default,,0000,0000,0000,,the way to go. Dialogue: 0,0:02:33.67,0:02:36.85,Default,,0000,0000,0000,,That might be through pop-up text-based title\Ncards. Dialogue: 0,0:02:36.85,0:02:38.91,Default,,0000,0000,0000,,Or, a voice over track. Dialogue: 0,0:02:38.91,0:02:42.20,Default,,0000,0000,0000,,For example, listen to this trailer for Heaven’s\NVault. Dialogue: 0,0:02:42.20,0:02:46.10,Default,,0000,0000,0000,,ALIYA: “I’m an archeologist. I dig stuff up. Dialogue: 0,0:02:46.10,0:02:51.44,Default,,0000,0000,0000,,Every inscription I decipher is a piece of\Nthe puzzle. Dialogue: 0,0:02:51.44,0:02:58.90,Default,,0000,0000,0000,,Every moon I sail to, reveals a new path to\Nexplore. Dialogue: 0,0:02:58.90,0:03:08.28,Default,,0000,0000,0000,,And every new discovery, can change the story,\Nentirely”. Dialogue: 0,0:03:08.29,0:03:12.32,Default,,0000,0000,0000,,These few words neatly describe the core of\Nthis game. Dialogue: 0,0:03:12.32,0:03:16.77,Default,,0000,0000,0000,,You’re an archeologist. You translate inscriptions. You travel through space. Dialogue: 0,0:03:16.77,0:03:19.17,Default,,0000,0000,0000,,And the story changes based on your actions. Dialogue: 0,0:03:19.17,0:03:24.25,Default,,0000,0000,0000,,It’s not just random scraps of dialogue,\Nbut a clear description of the game’s idea. Dialogue: 0,0:03:24.25,0:03:28.47,Default,,0000,0000,0000,,And best of all, the devs got the actress\Nfor the game’s main character, to read the Dialogue: 0,0:03:28.47,0:03:33.61,Default,,0000,0000,0000,,script - which feels more natural, less like\Na sales pitch, and also introduces us to one Dialogue: 0,0:03:33.61,0:03:35.41,Default,,0000,0000,0000,,of the characters in the game. Dialogue: 0,0:03:35.41,0:03:39.73,Default,,0000,0000,0000,,But if the game can speak for itself, it’s best to just let it. Dialogue: 0,0:03:39.73,0:03:43.71,Default,,0000,0000,0000,,I think viewers end up watching the trailer\Nmore actively when they’re forced to figure Dialogue: 0,0:03:43.71,0:03:47.29,Default,,0000,0000,0000,,out what’s going on for themselves - which\Nis more engaging. Dialogue: 0,0:03:47.29,0:03:51.99,Default,,0000,0000,0000,,This can achieved by clearly and simply showing\Nhow the game is played. Dialogue: 0,0:03:51.99,0:03:57.19,Default,,0000,0000,0000,,In this trailer for the bonkers rule-changing\Npuzzle game Baba is You, we start by seeing Dialogue: 0,0:03:57.19,0:04:03.67,Default,,0000,0000,0000,,the sentence “Baba is You” change to “Rock\Nis You”, and then the rock starts moving around. Dialogue: 0,0:04:03.67,0:04:08.86,Default,,0000,0000,0000,,That elegantly sums up the way players get\Nto fiddle with the game’s most fundamental rules. Dialogue: 0,0:04:08.86,0:04:13.46,Default,,0000,0000,0000,,Here’s another game: Way of the Passive\NFist, which is about parrying attacks until Dialogue: 0,0:04:13.46,0:04:17.80,Default,,0000,0000,0000,,the enemy is knackered - and then knocking\Nthem out with a single touch. Dialogue: 0,0:04:17.80,0:04:22.86,Default,,0000,0000,0000,,To show this, the trailer begins with the\Nmain character fending off attacks for 10 seconds. Dialogue: 0,0:04:24.58,0:04:29.80,Default,,0000,0000,0000,,Then, the action slows, the music stops, and\Nthe hero pokes an exhausted enemy to send Dialogue: 0,0:04:29.80,0:04:32.26,Default,,0000,0000,0000,,them flying across the screen. Dialogue: 0,0:04:32.26,0:04:37.63,Default,,0000,0000,0000,,And then in the trailer for Return of the\NObra Dinn, we see a corpse, the pocket watch, Dialogue: 0,0:04:37.63,0:04:42.63,Default,,0000,0000,0000,,some death vignettes, and - finally - recording\Ninformation about the corpse’s death in Dialogue: 0,0:04:42.63,0:04:44.06,Default,,0000,0000,0000,,the log book. Dialogue: 0,0:04:44.06,0:04:48.33,Default,,0000,0000,0000,,You don’t need to turn your trailer into\Na full tutorial, but players shouldn’t be Dialogue: 0,0:04:48.33,0:04:51.41,Default,,0000,0000,0000,,left confused by what they actually do in\Nthe game. Dialogue: 0,0:04:51.41,0:04:57.49,Default,,0000,0000,0000,,Trailer maker M Joshua says “consider this\Nyour first major hurdle: players can’t imagine Dialogue: 0,0:04:57.49,0:05:01.42,Default,,0000,0000,0000,,themselves inside of a game they don’t understand”. Dialogue: 0,0:05:01.42,0:05:07.15,Default,,0000,0000,0000,,Now, there’s no point explaining your game\Nif you’ve already lost your viewer’s attention. Dialogue: 0,0:05:07.15,0:05:11.42,Default,,0000,0000,0000,,Pacing is critical, and if you don’t get\Nit right your viewer will click off your trailer Dialogue: 0,0:05:11.42,0:05:14.45,Default,,0000,0000,0000,,quicker than players abandoned Fallout 76. Dialogue: 0,0:05:14.45,0:05:18.65,Default,,0000,0000,0000,,And to get this right, you could do a lot\Nworse than cribbing from Derek Lieu’s graph Dialogue: 0,0:05:18.65,0:05:22.88,Default,,0000,0000,0000,,of rising intensity, which looks like this… Dialogue: 0,0:05:22.88,0:05:26.42,Default,,0000,0000,0000,,So step one is the cold open. Dialogue: 0,0:05:26.42,0:05:31.00,Default,,0000,0000,0000,,The beginning of the trailer is crucial to\Nget right, so Derek often starts strong with Dialogue: 0,0:05:31.00,0:05:35.76,Default,,0000,0000,0000,,an intense action moment, a slice of gameplay,\Nor even a joke - Dialogue: 0,0:05:35.76,0:05:41.22,Default,,0000,0000,0000,,DELILAH: Manifest tells people not to go too far in\Nthere - it’s pretty dangerous. You’re in it, aren’t you? Dialogue: 0,0:05:41.23,0:05:43.71,Default,,0000,0000,0000,,HENRY: It doesn’t seem that dangerous - woah, ah! Dialogue: 0,0:05:43.71,0:05:44.71,Default,,0000,0000,0000,,DELILAH: Henry! Dialogue: 0,0:05:44.71,0:05:46.84,Default,,0000,0000,0000,,HENRY: Seriously, it’s completely fine in here. Dialogue: 0,0:05:46.84,0:05:47.84,Default,,0000,0000,0000,,DELILAH: Damnit!” Dialogue: 0,0:05:47.84,0:05:51.92,Default,,0000,0000,0000,,Don’t bore your viewers with exposition right\Nout of the gate. Dialogue: 0,0:05:51.92,0:05:56.73,Default,,0000,0000,0000,,And unless you’ve got some serious clout,\Nhold back on the studio logos, as well. Dialogue: 0,0:05:56.73,0:06:00.41,Default,,0000,0000,0000,,“From the makers of FTL” is a hook in\Nof itself. Dialogue: 0,0:06:00.41,0:06:05.91,Default,,0000,0000,0000,,But Constipated Gorilla Studios doesn’t\Nmean anything because I just made it up. Dialogue: 0,0:06:05.91,0:06:10.62,Default,,0000,0000,0000,,Now, you can’t keep that level of intensity\Ngoing throughout the whole trailer. Dialogue: 0,0:06:10.62,0:06:16.11,Default,,0000,0000,0000,,Non-stop action is exhausting, and viewers\Nwill start to zone out and stop paying attention. Dialogue: 0,0:06:16.11,0:06:19.31,Default,,0000,0000,0000,,So it’s time for step two - introduction. Dialogue: 0,0:06:19.31,0:06:23.15,Default,,0000,0000,0000,,At this point, Derek takes a moment to slow\Ndown and turn the viewer’s attention to Dialogue: 0,0:06:23.15,0:06:24.99,Default,,0000,0000,0000,,something less intense. Dialogue: 0,0:06:24.99,0:06:30.61,Default,,0000,0000,0000,,This is a good time to set up the story, introduce\Nthe world, or - as before - explain the main Dialogue: 0,0:06:30.61,0:06:32.31,Default,,0000,0000,0000,,game mechanic. Dialogue: 0,0:06:32.31,0:06:36.72,Default,,0000,0000,0000,,With the viewer’s attention secured by the\Ncold open, and their basic understanding of Dialogue: 0,0:06:36.72,0:06:42.26,Default,,0000,0000,0000,,what’s happening achieved in the exposition,\Nwe can move onto step three: escalation. Dialogue: 0,0:06:42.26,0:06:44.15,Default,,0000,0000,0000,,Here, we can build on things. Dialogue: 0,0:06:44.15,0:06:49.77,Default,,0000,0000,0000,,We can slowly increase the intensity, add\Nin more mechanics, ramp up the action, show Dialogue: 0,0:06:49.77,0:06:53.25,Default,,0000,0000,0000,,more explosions, and reduce the time between\Ncuts. Dialogue: 0,0:06:53.25,0:06:56.62,Default,,0000,0000,0000,,It’s really important to have lots of variety\Nhere. Dialogue: 0,0:06:56.62,0:07:00.95,Default,,0000,0000,0000,,If you’re always seeing the same type of\Nenemy, or the same location, the viewer will Dialogue: 0,0:07:00.95,0:07:03.57,Default,,0000,0000,0000,,start to think “is that all there is?”. Dialogue: 0,0:07:03.57,0:07:06.54,Default,,0000,0000,0000,,Make a point to show different things with\Nevery cut. Dialogue: 0,0:07:06.54,0:07:10.89,Default,,0000,0000,0000,,There’s a cute trick that a lot of trailer\Nmakers use where the main character doesn’t Dialogue: 0,0:07:10.89,0:07:16.10,Default,,0000,0000,0000,,move, but the backgrounds or enemies or costumes\Ndo, to indicate oodles of content. Dialogue: 0,0:07:16.10,0:07:21.96,Default,,0000,0000,0000,,It’s a bit played out, but still better\Nthan a title card that says “60 levels”. Dialogue: 0,0:07:21.96,0:07:23.57,Default,,0000,0000,0000,,Step four is the climax. Dialogue: 0,0:07:23.57,0:07:29.26,Default,,0000,0000,0000,,This is where the action builds up to its\Nmost intense point - and then stops. Dialogue: 0,0:07:29.26,0:07:34.39,Default,,0000,0000,0000,,We don’t want to show everything, and ideally\Nwe want to leave lingering questions in the Dialogue: 0,0:07:34.39,0:07:35.63,Default,,0000,0000,0000,,viewer’s mind. Dialogue: 0,0:07:35.63,0:07:39.29,Default,,0000,0000,0000,,This Hyper Light Drifter trailer ends with\Nan eeery boss fight. Dialogue: 0,0:07:39.29,0:07:43.38,Default,,0000,0000,0000,,And this Firewatch trailer expertly sets up\Na mystery that makes you want to play the Dialogue: 0,0:07:43.38,0:07:45.41,Default,,0000,0000,0000,,game and see what happens next. Dialogue: 0,0:07:45.41,0:07:48.98,Default,,0000,0000,0000,,DELILAH: “Wait, you’re already there? You’re not in your tower? Dialogue: 0,0:07:48.98,0:07:50.50,Default,,0000,0000,0000,,HENRY: No, I’m not. Dialogue: 0,0:07:50.50,0:07:54.02,Default,,0000,0000,0000,,DELILAH: Then who is?”. Dialogue: 0,0:07:54.02,0:07:59.32,Default,,0000,0000,0000,,It’s here that we finally reveal the game’s\Nname or logo, and relevant information like Dialogue: 0,0:07:59.32,0:08:01.30,Default,,0000,0000,0000,,platforms and the release date. Dialogue: 0,0:08:01.30,0:08:06.47,Default,,0000,0000,0000,,And maybe a call to action - just, don’t\Ngive your viewer decision paralysis: ask them Dialogue: 0,0:08:06.47,0:08:08.59,Default,,0000,0000,0000,,to do just one thing. Dialogue: 0,0:08:08.59,0:08:11.23,Default,,0000,0000,0000,,And, sometimes, there’s step five. Dialogue: 0,0:08:11.23,0:08:12.23,Default,,0000,0000,0000,,The button. Dialogue: 0,0:08:12.23,0:08:17.24,Default,,0000,0000,0000,,a cute extra joke, or bit of action, or a\Ntease after the end of the trailer. Dialogue: 0,0:08:17.24,0:08:19.76,Default,,0000,0000,0000,,You want to end on a high note, after all. Dialogue: 0,0:08:27.62,0:08:30.54,Default,,0000,0000,0000,,Presentation for trailers is particularly\Nimportant. Dialogue: 0,0:08:30.54,0:08:35.61,Default,,0000,0000,0000,,With so little time, so many fast cuts, and\Nwith first impressions being literally all Dialogue: 0,0:08:35.61,0:08:40.39,Default,,0000,0000,0000,,you have right now, it’s more critical than\Never that you make every frame count. Dialogue: 0,0:08:40.39,0:08:43.80,Default,,0000,0000,0000,,The most crucial thing is making the trailer\Nreadable. Dialogue: 0,0:08:43.80,0:08:49.22,Default,,0000,0000,0000,,This means reducing clutter to only focus\Nthe viewer’s attention on the most important stuff. Dialogue: 0,0:08:49.22,0:08:54.46,Default,,0000,0000,0000,,Lucas Pope could have shown Papers, Please\Nlike this: this is how it appears in the game, Dialogue: 0,0:08:54.47,0:08:59.73,Default,,0000,0000,0000,,after all: three different windows, all vying\Nfor your attention with loads of noisy information. Dialogue: 0,0:08:59.73,0:09:05.90,Default,,0000,0000,0000,,But, instead, Lucas crops the viewpoint down\Nto only what he wants to show - the line of immigrants. Dialogue: 0,0:09:05.90,0:09:11.38,Default,,0000,0000,0000,,The faces. The documents. The stamp. The rule book. The photos. Dialogue: 0,0:09:11.39,0:09:16.84,Default,,0000,0000,0000,,It’s generally a good idea to hide interface\Nelements like the HUD and mouse cursors. Dialogue: 0,0:09:16.84,0:09:22.42,Default,,0000,0000,0000,,And use crops, close-ups, or even custom-made\Nareas to highlight the important bits. Dialogue: 0,0:09:22.42,0:09:25.88,Default,,0000,0000,0000,,Don’t let noise compete for attention. Dialogue: 0,0:09:25.88,0:09:28.95,Default,,0000,0000,0000,,Clarity between clips is important, too. Dialogue: 0,0:09:28.95,0:09:33.20,Default,,0000,0000,0000,,The viewer will try to focus on something\Non screen - usually the player character. Dialogue: 0,0:09:33.20,0:09:37.36,Default,,0000,0000,0000,,But when the video cuts, they’ve got to\Nfind that point of focus again - which is Dialogue: 0,0:09:37.36,0:09:39.54,Default,,0000,0000,0000,,tiring and wastes time. Dialogue: 0,0:09:39.54,0:09:44.89,Default,,0000,0000,0000,,Instead, try to keep the focus point in generally\Nthe same place between cuts. Dialogue: 0,0:09:44.89,0:09:48.54,Default,,0000,0000,0000,,Beyond readability, we want trailers to look attractive. Dialogue: 0,0:09:48.54,0:09:53.81,Default,,0000,0000,0000,,So think about composition, and use tricks like\Nthe rule of thirds, scenic landscape shots, Dialogue: 0,0:09:53.81,0:09:59.05,Default,,0000,0000,0000,,tracking cameras, and heroic character portraits,\Nto make the game look great. Dialogue: 0,0:09:59.05,0:10:03.99,Default,,0000,0000,0000,,And remember that as the trailer maker you’re\Nnot just the director and editor, but also Dialogue: 0,0:10:03.99,0:10:08.38,Default,,0000,0000,0000,,the actor: and so you want to show off gameplay\Nthat looks super slick. Dialogue: 0,0:10:08.38,0:10:13.65,Default,,0000,0000,0000,,Derek records dozens of takes of the same\Naction, like throwing this bottle in Firewatch, Dialogue: 0,0:10:13.65,0:10:15.95,Default,,0000,0000,0000,,to get one that looks perfect. Dialogue: 0,0:10:15.95,0:10:19.33,Default,,0000,0000,0000,,And unless you’re making a point about permadeath,\Nyou don’t really want to be taking damage Dialogue: 0,0:10:19.33,0:10:22.18,Default,,0000,0000,0000,,or dying in your gameplay footage. Dialogue: 0,0:10:22.18,0:10:24.34,Default,,0000,0000,0000,,Sound is super important, too. Dialogue: 0,0:10:24.34,0:10:27.54,Default,,0000,0000,0000,,Music should ideally match the intensity of\Nwhat’s happening on screen. Dialogue: 0,0:10:27.54,0:10:31.56,Default,,0000,0000,0000,,So, sometimes the composer will write a specific\Nsong for the trailer. Dialogue: 0,0:10:31.56,0:10:35.00,Default,,0000,0000,0000,,Other times the OST can get chopped up to\Nfit the marketing. Dialogue: 0,0:10:35.00,0:10:38.06,Default,,0000,0000,0000,,And sometimes the trailer gets cut around\Na song. Dialogue: 0,0:10:38.06,0:10:41.74,Default,,0000,0000,0000,,Putting cuts on the beat is fun, and so is\Nputting actions on the beat. Dialogue: 0,0:10:45.12,0:10:46.92,Default,,0000,0000,0000,,Don’t forget sound effects, though. Dialogue: 0,0:10:46.93,0:10:51.69,Default,,0000,0000,0000,,M Joshua says “your players feel the game\Nthrough the sounds, though they might not Dialogue: 0,0:10:51.69,0:10:52.88,Default,,0000,0000,0000,,realize it. Dialogue: 0,0:10:52.88,0:10:57.27,Default,,0000,0000,0000,,If you’re showing a trailer with just music\Nand no sound effects, more than likely, it Dialogue: 0,0:10:57.27,0:10:59.45,Default,,0000,0000,0000,,feels dry and lifeless.” Dialogue: 0,0:10:59.45,0:11:04.06,Default,,0000,0000,0000,,You know how important sound effects are in\Nthe games themselves, so maybe don’t mute Dialogue: 0,0:11:04.06,0:11:07.38,Default,,0000,0000,0000,,them for the trailer. Dialogue: 0,0:11:07.38,0:11:09.70,Default,,0000,0000,0000,,So let’s look at it all of this stuff in\Naction. Dialogue: 0,0:11:09.70,0:11:13.48,Default,,0000,0000,0000,,Here’s the trailer for Subnautica, made\Nby Derek Lieu Dialogue: 0,0:11:13.48,0:11:17.02,Default,,0000,0000,0000,,We start with 12 seconds of high intensity\Naction. Dialogue: 0,0:11:17.02,0:11:20.04,Default,,0000,0000,0000,,Explosions. Fire. A disintegrating ship. Dialogue: 0,0:11:20.04,0:11:26.28,Default,,0000,0000,0000,,The music is high tempo and the cuts are fast. Dialogue: 0,0:11:26.28,0:11:33.65,Default,,0000,0000,0000,,Then we change gears for the introduction. Dialogue: 0,0:11:33.65,0:11:35.09,Default,,0000,0000,0000,,Things are calmer now. Dialogue: 0,0:11:35.09,0:11:38.16,Default,,0000,0000,0000,,And we see what we’re actually going to\Ndo when we play the game. Dialogue: 0,0:11:38.16,0:11:46.90,Default,,0000,0000,0000,,We’ll jump into the ocean, swim around,\Nstab stuff, craft things. Dialogue: 0,0:11:46.90,0:11:51.75,Default,,0000,0000,0000,,After a while there’s a voice over, which\Nsounds like an AI voice from our drop pod. Dialogue: 0,0:11:51.75,0:11:54.70,Default,,0000,0000,0000,,And it elegantly explains the core loop of\Nthe game: Dialogue: 0,0:11:54.70,0:12:00.22,Default,,0000,0000,0000,,AI: “Utilising alien resources is a proven survival strategy. Dialogue: 0,0:12:00.22,0:12:04.28,Default,,0000,0000,0000,,Explore. Study. Catalogue new species. Dialogue: 0,0:12:04.28,0:12:10.04,Default,,0000,0000,0000,,Secure food and energy. And gather data on unusual phenomenon”. Dialogue: 0,0:12:10.04,0:12:16.52,Default,,0000,0000,0000,,Things get more intense with the escalation. Dialogue: 0,0:12:16.52,0:12:21.20,Default,,0000,0000,0000,,The music swells as we see just how much stuff we\Ncan do in this game. Dialogue: 0,0:12:21.20,0:12:22.71,Default,,0000,0000,0000,,All the things we can build. Dialogue: 0,0:12:22.71,0:12:25.28,Default,,0000,0000,0000,,All the animals that are trying to murder\Nus. Dialogue: 0,0:12:25.28,0:12:26.83,Default,,0000,0000,0000,,Bones in the deep. Dialogue: 0,0:12:26.83,0:12:28.53,Default,,0000,0000,0000,,Plus: review quotes! Dialogue: 0,0:12:28.53,0:12:30.08,Default,,0000,0000,0000,,If you’ve got ‘em, flaunt ‘em. Dialogue: 0,0:12:39.62,0:12:43.94,Default,,0000,0000,0000,,And then the climax, an ominous line... Dialogue: 0,0:12:43.94,0:12:45.44,Default,,0000,0000,0000,,TRAILER GUY: "We shouldn’t have gone so deep”. Dialogue: 0,0:12:45.44,0:12:51.32,Default,,0000,0000,0000,,... a mysterious chamber. And then the game name and logo. Dialogue: 0,0:12:51.32,0:12:58.20,Default,,0000,0000,0000,,Oof! This is a really well paced trailer which\Nexplains how the game plays, and leaves unanswered Dialogue: 0,0:12:58.20,0:13:00.95,Default,,0000,0000,0000,,questions that encourage you to play for yourself. Dialogue: 0,0:13:00.95,0:13:05.45,Default,,0000,0000,0000,,It shows loads of variety, suggesting that\Nthere’s a lot to uncover in this game. Dialogue: 0,0:13:05.45,0:13:09.80,Default,,0000,0000,0000,,And Subnautica’s hook - that it’s a game\Nabout crafting huge structures to survive Dialogue: 0,0:13:09.80,0:13:14.43,Default,,0000,0000,0000,,in an underwater alien world - is expressed\Nreally clearly. Dialogue: 0,0:13:14.43,0:13:16.58,Default,,0000,0000,0000,,Top marks for this trailer. Dialogue: 0,0:13:17.36,0:13:22.46,Default,,0000,0000,0000,,I guess the only thing left to consider is,\Nif you follow these rules too closely, your Dialogue: 0,0:13:22.46,0:13:25.47,Default,,0000,0000,0000,,trailer will start to look like all of the other\Ntrailers. Dialogue: 0,0:13:25.47,0:13:28.96,Default,,0000,0000,0000,,And you’re back to your first problem: standing\Nout from the crowd. Dialogue: 0,0:13:28.96,0:13:31.88,Default,,0000,0000,0000,,So it’s important to be creative and different. Dialogue: 0,0:13:31.88,0:13:35.16,Default,,0000,0000,0000,,Use these ideas as guidelines, but not as\Na template. Dialogue: 0,0:13:35.16,0:13:39.14,Default,,0000,0000,0000,,So, for example, take this amazing trailer\Nfor Factorio. Dialogue: 0,0:13:39.14,0:13:44.25,Default,,0000,0000,0000,,It still shows off the game’s hook, tells\Nyou how the game works, and ramps up the intensity Dialogue: 0,0:13:44.25,0:13:48.50,Default,,0000,0000,0000,,over time - but it does so in a single, continuous\Nshot. Dialogue: 0,0:13:50.24,0:13:52.28,Default,,0000,0000,0000,,And if in doubt, hire a professional. Dialogue: 0,0:13:52.28,0:13:57.47,Default,,0000,0000,0000,,I’ve put links to the websites for all the\Nbest trailer makers in the description, plus Dialogue: 0,0:13:57.47,0:14:03.77,Default,,0000,0000,0000,,additional resources for things like capturing\Nhigh quality footage, using ESRB and PEGI Dialogue: 0,0:14:03.77,0:14:06.40,Default,,0000,0000,0000,,logos, and more. Dialogue: 0,0:14:08.38,0:14:10.32,Default,,0000,0000,0000,,Hey! Thanks for watching! Dialogue: 0,0:14:10.33,0:14:15.61,Default,,0000,0000,0000,,Obviously this one isn’t about game design,\Nper se, but it’s still super important for Dialogue: 0,0:14:15.61,0:14:19.44,Default,,0000,0000,0000,,those wading into the scary world of indie\Ngame development. Dialogue: 0,0:14:19.44,0:14:25.42,Default,,0000,0000,0000,,I guess I should take my own advice now and do\Njust one call to action. Dialogue: 0,0:14:25.42,0:14:30.03,Default,,0000,0000,0000,,Okay, this time I want you to… just have\Na really lovely day. Dialogue: 0,0:14:30.03,0:14:30.88,Default,,0000,0000,0000,,Okay bye.