< Return to Video

How to Make an Indie Game Trailer | Game Maker's Toolkit

  • 0:04 - 0:09
    At a time when hundreds of new games are hitting
    the Steam shelves, the Switch eShop, and the
  • 0:09 - 0:14
    PlayStation Store every single month, the
    most difficult thing about making games, might
  • 0:14 - 0:18
    actually be just getting people to know that
    your game exists.
  • 0:18 - 0:22
    Now, there’s so much involved in a strong
    marketing campaign.
  • 0:22 - 0:26
    But one of the key components is a good trailer.
  • 0:26 - 0:32
    This is about 90-odd seconds of uninterrupted
    footage of your game, beamed directly into
  • 0:32 - 0:33
    your potential player’s eyeballs.
  • 0:33 - 0:39
    So, you better not waste this opportunity
    - and it’s a good time to ask the question:
  • 0:39 - 0:41
    what makes a good trailer?
  • 0:41 - 0:45
    So, it’s important to know what a trailer
    is actually for.
  • 0:45 - 0:49
    A trailer is not a random montage of gameplay
    clips.
  • 0:49 - 0:51
    It’s not a dry rundown of features.
  • 0:51 - 0:54
    It’s not your opening cutscene.
  • 0:54 - 0:56
    And it’s definitely not a sales pitch.
  • 0:56 - 0:59
    TRAILER VO: “Hey you, looking at the screen. Lemme ask you a question.
  • 0:59 - 1:03
    Do you like awesome things that are awesome? Then you gotta play this game, dude.
  • 1:03 - 1:06
    It’s frigging cool. And crazy addictive".
  • 1:06 - 1:13
    Yugh. Instead, the primary purpose of a trailer
    is to tell players what makes your game unique.
  • 1:13 - 1:19
    You see, every popular indie game has a hook,
    which Crypt of the Necrodancer developer Ryan
  • 1:19 - 1:24
    Clark describes as “some interesting bit
    of information about the game that compels
  • 1:24 - 1:27
    people to try it, or to discuss it”.
  • 1:27 - 1:31
    It could be a clever game mechanic, like a
    dungeon crawler where you move to the beat
  • 1:31 - 1:32
    of the music.
  • 1:32 - 1:36
    Or an RPG where you can talk enemies out of
    fighting.
  • 1:36 - 1:42
    It could be an exciting mash-up of genres,
    like a deck-building roguelike, or a stealth platformer.
  • 1:42 - 1:47
    It could be a unique setting or story that
    we haven’t seen before.
  • 1:47 - 1:49
    Or a particularly strong art style.
  • 1:49 - 1:53
    The trailer is a chance to explain your hook
    to the player, and the press.
  • 1:53 - 1:59
    Both of which will then share that idea in
    conversations, tweets, headlines and so on.
  • 1:59 - 2:04
    Derek Lieu is one of the most prolific trailer
    makers around, and says “I think it's important
  • 2:04 - 2:09
    to consider how someone will talk about a
    game after seeing the trailer; I think the
  • 2:09 - 2:13
    simpler you make an idea to share, the more
    it will get shared”.
  • 2:13 - 2:18
    Now, a beautiful game like GRIS practically
    sells itself.
  • 2:18 - 2:22
    But if your hook is a clever game mechanic,
    you’re going to need to explain it.
  • 2:22 - 2:27
    If the idea is particularly complex and can’t
    be easily communicated through visuals alone
  • 2:27 - 2:32
    - like branching narratives and procedural
    generation - then maybe explicit communication is
  • 2:32 - 2:34
    the way to go.
  • 2:34 - 2:37
    That might be through pop-up text-based title
    cards.
  • 2:37 - 2:39
    Or, a voice over track.
  • 2:39 - 2:42
    For example, listen to this trailer for Heaven’s
    Vault.
  • 2:42 - 2:46
    ALIYA: “I’m an archeologist. I dig stuff up.
  • 2:46 - 2:51
    Every inscription I decipher is a piece of
    the puzzle.
  • 2:51 - 2:59
    Every moon I sail to, reveals a new path to
    explore.
  • 2:59 - 3:08
    And every new discovery, can change the story,
    entirely”.
  • 3:08 - 3:12
    These few words neatly describe the core of
    this game.
  • 3:12 - 3:17
    You’re an archeologist. You translate inscriptions. You travel through space.
  • 3:17 - 3:19
    And the story changes based on your actions.
  • 3:19 - 3:24
    It’s not just random scraps of dialogue,
    but a clear description of the game’s idea.
  • 3:24 - 3:28
    And best of all, the devs got the actress
    for the game’s main character, to read the
  • 3:28 - 3:34
    script - which feels more natural, less like
    a sales pitch, and also introduces us to one
  • 3:34 - 3:35
    of the characters in the game.
  • 3:35 - 3:40
    But if the game can speak for itself, it’s best to just let it.
  • 3:40 - 3:44
    I think viewers end up watching the trailer
    more actively when they’re forced to figure
  • 3:44 - 3:47
    out what’s going on for themselves - which
    is more engaging.
  • 3:47 - 3:52
    This can achieved by clearly and simply showing
    how the game is played.
  • 3:52 - 3:57
    In this trailer for the bonkers rule-changing
    puzzle game Baba is You, we start by seeing
  • 3:57 - 4:04
    the sentence “Baba is You” change to “Rock
    is You”, and then the rock starts moving around.
  • 4:04 - 4:09
    That elegantly sums up the way players get
    to fiddle with the game’s most fundamental rules.
  • 4:09 - 4:13
    Here’s another game: Way of the Passive
    Fist, which is about parrying attacks until
  • 4:13 - 4:18
    the enemy is knackered - and then knocking
    them out with a single touch.
  • 4:18 - 4:23
    To show this, the trailer begins with the
    main character fending off attacks for 10 seconds.
  • 4:25 - 4:30
    Then, the action slows, the music stops, and
    the hero pokes an exhausted enemy to send
  • 4:30 - 4:32
    them flying across the screen.
  • 4:32 - 4:38
    And then in the trailer for Return of the
    Obra Dinn, we see a corpse, the pocket watch,
  • 4:38 - 4:43
    some death vignettes, and - finally - recording
    information about the corpse’s death in
  • 4:43 - 4:44
    the log book.
  • 4:44 - 4:48
    You don’t need to turn your trailer into
    a full tutorial, but players shouldn’t be
  • 4:48 - 4:51
    left confused by what they actually do in
    the game.
  • 4:51 - 4:57
    Trailer maker M Joshua says “consider this
    your first major hurdle: players can’t imagine
  • 4:57 - 5:01
    themselves inside of a game they don’t understand”.
  • 5:01 - 5:07
    Now, there’s no point explaining your game
    if you’ve already lost your viewer’s attention.
  • 5:07 - 5:11
    Pacing is critical, and if you don’t get
    it right your viewer will click off your trailer
  • 5:11 - 5:14
    quicker than players abandoned Fallout 76.
  • 5:14 - 5:19
    And to get this right, you could do a lot
    worse than cribbing from Derek Lieu’s graph
  • 5:19 - 5:23
    of rising intensity, which looks like this…
  • 5:23 - 5:26
    So step one is the cold open.
  • 5:26 - 5:31
    The beginning of the trailer is crucial to
    get right, so Derek often starts strong with
  • 5:31 - 5:36
    an intense action moment, a slice of gameplay,
    or even a joke -
  • 5:36 - 5:41
    DELILAH: Manifest tells people not to go too far in
    there - it’s pretty dangerous. You’re in it, aren’t you?
  • 5:41 - 5:44
    HENRY: It doesn’t seem that dangerous - woah, ah!
  • 5:44 - 5:45
    DELILAH: Henry!
  • 5:45 - 5:47
    HENRY: Seriously, it’s completely fine in here.
  • 5:47 - 5:48
    DELILAH: Damnit!”
  • 5:48 - 5:52
    Don’t bore your viewers with exposition right
    out of the gate.
  • 5:52 - 5:57
    And unless you’ve got some serious clout,
    hold back on the studio logos, as well.
  • 5:57 - 6:00
    “From the makers of FTL” is a hook in
    of itself.
  • 6:00 - 6:06
    But Constipated Gorilla Studios doesn’t
    mean anything because I just made it up.
  • 6:06 - 6:11
    Now, you can’t keep that level of intensity
    going throughout the whole trailer.
  • 6:11 - 6:16
    Non-stop action is exhausting, and viewers
    will start to zone out and stop paying attention.
  • 6:16 - 6:19
    So it’s time for step two - introduction.
  • 6:19 - 6:23
    At this point, Derek takes a moment to slow
    down and turn the viewer’s attention to
  • 6:23 - 6:25
    something less intense.
  • 6:25 - 6:31
    This is a good time to set up the story, introduce
    the world, or - as before - explain the main
  • 6:31 - 6:32
    game mechanic.
  • 6:32 - 6:37
    With the viewer’s attention secured by the
    cold open, and their basic understanding of
  • 6:37 - 6:42
    what’s happening achieved in the exposition,
    we can move onto step three: escalation.
  • 6:42 - 6:44
    Here, we can build on things.
  • 6:44 - 6:50
    We can slowly increase the intensity, add
    in more mechanics, ramp up the action, show
  • 6:50 - 6:53
    more explosions, and reduce the time between
    cuts.
  • 6:53 - 6:57
    It’s really important to have lots of variety
    here.
  • 6:57 - 7:01
    If you’re always seeing the same type of
    enemy, or the same location, the viewer will
  • 7:01 - 7:04
    start to think “is that all there is?”.
  • 7:04 - 7:07
    Make a point to show different things with
    every cut.
  • 7:07 - 7:11
    There’s a cute trick that a lot of trailer
    makers use where the main character doesn’t
  • 7:11 - 7:16
    move, but the backgrounds or enemies or costumes
    do, to indicate oodles of content.
  • 7:16 - 7:22
    It’s a bit played out, but still better
    than a title card that says “60 levels”.
  • 7:22 - 7:24
    Step four is the climax.
  • 7:24 - 7:29
    This is where the action builds up to its
    most intense point - and then stops.
  • 7:29 - 7:34
    We don’t want to show everything, and ideally
    we want to leave lingering questions in the
  • 7:34 - 7:36
    viewer’s mind.
  • 7:36 - 7:39
    This Hyper Light Drifter trailer ends with
    an eeery boss fight.
  • 7:39 - 7:43
    And this Firewatch trailer expertly sets up
    a mystery that makes you want to play the
  • 7:43 - 7:45
    game and see what happens next.
  • 7:45 - 7:49
    DELILAH: “Wait, you’re already there? You’re not in your tower?
  • 7:49 - 7:50
    HENRY: No, I’m not.
  • 7:50 - 7:54
    DELILAH: Then who is?”.
  • 7:54 - 7:59
    It’s here that we finally reveal the game’s
    name or logo, and relevant information like
  • 7:59 - 8:01
    platforms and the release date.
  • 8:01 - 8:06
    And maybe a call to action - just, don’t
    give your viewer decision paralysis: ask them
  • 8:06 - 8:09
    to do just one thing.
  • 8:09 - 8:11
    And, sometimes, there’s step five.
  • 8:11 - 8:12
    The button.
  • 8:12 - 8:17
    a cute extra joke, or bit of action, or a
    tease after the end of the trailer.
  • 8:17 - 8:20
    You want to end on a high note, after all.
  • 8:28 - 8:31
    Presentation for trailers is particularly
    important.
  • 8:31 - 8:36
    With so little time, so many fast cuts, and
    with first impressions being literally all
  • 8:36 - 8:40
    you have right now, it’s more critical than
    ever that you make every frame count.
  • 8:40 - 8:44
    The most crucial thing is making the trailer
    readable.
  • 8:44 - 8:49
    This means reducing clutter to only focus
    the viewer’s attention on the most important stuff.
  • 8:49 - 8:54
    Lucas Pope could have shown Papers, Please
    like this: this is how it appears in the game,
  • 8:54 - 9:00
    after all: three different windows, all vying
    for your attention with loads of noisy information.
  • 9:00 - 9:06
    But, instead, Lucas crops the viewpoint down
    to only what he wants to show - the line of immigrants.
  • 9:06 - 9:11
    The faces. The documents. The stamp. The rule book. The photos.
  • 9:11 - 9:17
    It’s generally a good idea to hide interface
    elements like the HUD and mouse cursors.
  • 9:17 - 9:22
    And use crops, close-ups, or even custom-made
    areas to highlight the important bits.
  • 9:22 - 9:26
    Don’t let noise compete for attention.
  • 9:26 - 9:29
    Clarity between clips is important, too.
  • 9:29 - 9:33
    The viewer will try to focus on something
    on screen - usually the player character.
  • 9:33 - 9:37
    But when the video cuts, they’ve got to
    find that point of focus again - which is
  • 9:37 - 9:40
    tiring and wastes time.
  • 9:40 - 9:45
    Instead, try to keep the focus point in generally
    the same place between cuts.
  • 9:45 - 9:49
    Beyond readability, we want trailers to look attractive.
  • 9:49 - 9:54
    So think about composition, and use tricks like
    the rule of thirds, scenic landscape shots,
  • 9:54 - 9:59
    tracking cameras, and heroic character portraits,
    to make the game look great.
  • 9:59 - 10:04
    And remember that as the trailer maker you’re
    not just the director and editor, but also
  • 10:04 - 10:08
    the actor: and so you want to show off gameplay
    that looks super slick.
  • 10:08 - 10:14
    Derek records dozens of takes of the same
    action, like throwing this bottle in Firewatch,
  • 10:14 - 10:16
    to get one that looks perfect.
  • 10:16 - 10:19
    And unless you’re making a point about permadeath,
    you don’t really want to be taking damage
  • 10:19 - 10:22
    or dying in your gameplay footage.
  • 10:22 - 10:24
    Sound is super important, too.
  • 10:24 - 10:28
    Music should ideally match the intensity of
    what’s happening on screen.
  • 10:28 - 10:32
    So, sometimes the composer will write a specific
    song for the trailer.
  • 10:32 - 10:35
    Other times the OST can get chopped up to
    fit the marketing.
  • 10:35 - 10:38
    And sometimes the trailer gets cut around
    a song.
  • 10:38 - 10:42
    Putting cuts on the beat is fun, and so is
    putting actions on the beat.
  • 10:45 - 10:47
    Don’t forget sound effects, though.
  • 10:47 - 10:52
    M Joshua says “your players feel the game
    through the sounds, though they might not
  • 10:52 - 10:53
    realize it.
  • 10:53 - 10:57
    If you’re showing a trailer with just music
    and no sound effects, more than likely, it
  • 10:57 - 10:59
    feels dry and lifeless.”
  • 10:59 - 11:04
    You know how important sound effects are in
    the games themselves, so maybe don’t mute
  • 11:04 - 11:07
    them for the trailer.
  • 11:07 - 11:10
    So let’s look at it all of this stuff in
    action.
  • 11:10 - 11:13
    Here’s the trailer for Subnautica, made
    by Derek Lieu
  • 11:13 - 11:17
    We start with 12 seconds of high intensity
    action.
  • 11:17 - 11:20
    Explosions. Fire. A disintegrating ship.
  • 11:20 - 11:26
    The music is high tempo and the cuts are fast.
  • 11:26 - 11:34
    Then we change gears for the introduction.
  • 11:34 - 11:35
    Things are calmer now.
  • 11:35 - 11:38
    And we see what we’re actually going to
    do when we play the game.
  • 11:38 - 11:47
    We’ll jump into the ocean, swim around,
    stab stuff, craft things.
  • 11:47 - 11:52
    After a while there’s a voice over, which
    sounds like an AI voice from our drop pod.
  • 11:52 - 11:55
    And it elegantly explains the core loop of
    the game:
  • 11:55 - 12:00
    AI: “Utilising alien resources is a proven survival strategy.
  • 12:00 - 12:04
    Explore. Study. Catalogue new species.
  • 12:04 - 12:10
    Secure food and energy. And gather data on unusual phenomenon”.
  • 12:10 - 12:17
    Things get more intense with the escalation.
  • 12:17 - 12:21
    The music swells as we see just how much stuff we
    can do in this game.
  • 12:21 - 12:23
    All the things we can build.
  • 12:23 - 12:25
    All the animals that are trying to murder
    us.
  • 12:25 - 12:27
    Bones in the deep.
  • 12:27 - 12:29
    Plus: review quotes!
  • 12:29 - 12:30
    If you’ve got ‘em, flaunt ‘em.
  • 12:40 - 12:44
    And then the climax, an ominous line...
  • 12:44 - 12:45
    TRAILER GUY: "We shouldn’t have gone so deep”.
  • 12:45 - 12:51
    ... a mysterious chamber. And then the game name and logo.
  • 12:51 - 12:58
    Oof! This is a really well paced trailer which
    explains how the game plays, and leaves unanswered
  • 12:58 - 13:01
    questions that encourage you to play for yourself.
  • 13:01 - 13:05
    It shows loads of variety, suggesting that
    there’s a lot to uncover in this game.
  • 13:05 - 13:10
    And Subnautica’s hook - that it’s a game
    about crafting huge structures to survive
  • 13:10 - 13:14
    in an underwater alien world - is expressed
    really clearly.
  • 13:14 - 13:17
    Top marks for this trailer.
  • 13:17 - 13:22
    I guess the only thing left to consider is,
    if you follow these rules too closely, your
  • 13:22 - 13:25
    trailer will start to look like all of the other
    trailers.
  • 13:25 - 13:29
    And you’re back to your first problem: standing
    out from the crowd.
  • 13:29 - 13:32
    So it’s important to be creative and different.
  • 13:32 - 13:35
    Use these ideas as guidelines, but not as
    a template.
  • 13:35 - 13:39
    So, for example, take this amazing trailer
    for Factorio.
  • 13:39 - 13:44
    It still shows off the game’s hook, tells
    you how the game works, and ramps up the intensity
  • 13:44 - 13:48
    over time - but it does so in a single, continuous
    shot.
  • 13:50 - 13:52
    And if in doubt, hire a professional.
  • 13:52 - 13:57
    I’ve put links to the websites for all the
    best trailer makers in the description, plus
  • 13:57 - 14:04
    additional resources for things like capturing
    high quality footage, using ESRB and PEGI
  • 14:04 - 14:06
    logos, and more.
  • 14:08 - 14:10
    Hey! Thanks for watching!
  • 14:10 - 14:16
    Obviously this one isn’t about game design,
    per se, but it’s still super important for
  • 14:16 - 14:19
    those wading into the scary world of indie
    game development.
  • 14:19 - 14:25
    I guess I should take my own advice now and do
    just one call to action.
  • 14:25 - 14:30
    Okay, this time I want you to… just have
    a really lovely day.
  • 14:30 - 14:31
    Okay bye.
Title:
How to Make an Indie Game Trailer | Game Maker's Toolkit
Description:

more » « less
Video Language:
English
Duration:
14:32

English subtitles

Revisions