How "In-Engine" Game Trailers Are Made

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  • เผยแพร่เมื่อ 19 ม.ค. 2025

ความคิดเห็น • 28

  • @Lugmillord
    @Lugmillord 7 หลายเดือนก่อน +13

    Huh, good to know. I misunderstood the meaning of "in-engine". I always thought it meant real-time.

    • @DerekLieu
      @DerekLieu  6 หลายเดือนก่อน +8

      In fairness virtually no one is talking about stuff like this 🤪

    • @mandisaw
      @mandisaw 6 หลายเดือนก่อน

      That's the intention. Players are wary of "bullshot" CG and like you, tend to assume that "in-engine" = real-time & nearly-representative of what will be in the final game. Maybe some allowances for different staging, lighting, camera angles, etc. It's not a lie - the game engine *is* the rendering engine, which means this is the high-water benchmark for what the engine can produce. Maybe we should come up with the game equivalent of "professional driver, closed course" :)

  • @Meepminer
    @Meepminer 6 หลายเดือนก่อน +3

    The Half-Life: Alyx announcement trailer + the official "Gameplay Video 1, 2, 3" videos inspired me to make similar HLA content because I liked them so much. Thanks for your contribution to one of my favorite games.
    I found this interesting bit of text that's apparently nowhere else on the internet besides Derek's portfolio website, so I'll paste it here because I think it's interesting:
    “Announcing Half-Life: Alyx was a careful balancing act; Derek’s work was critical to helping us achieve our goals. In many ways we were more nervous about building our trailer than we were about shipping the game. Although we knew the product was solid, we were worried that gamers wouldn’t put their faith in VR as a vehicle for Half-Life. Derek worked both at a conceptual level with us to frame goals for our diverse audience, and also as a strong editor, crafting the final trailer. We ended up very happy with the results and we were thrilled that Half-Life fans seemed to agree.”
    I have no idea whose quote that is, but they work at Valve Software. Cool!

    • @DerekLieu
      @DerekLieu  6 หลายเดือนก่อน +3

      Thank you! That was written by Greg Coomer who is one of the original Valve employees!

  • @scriptyshake
    @scriptyshake 7 หลายเดือนก่อน +3

    This couldn't have come out at a better time, you are reading my mind or something haha. Currently making the trailer for my game and I wanted to use in-engine footage for cinematics!

    • @DerekLieu
      @DerekLieu  6 หลายเดือนก่อน +1

      Cool cool!

  • @imZaytri
    @imZaytri 6 หลายเดือนก่อน +1

    thanks for this insight!

    • @DerekLieu
      @DerekLieu  6 หลายเดือนก่อน +2

      You’re welcome!

  • @WackoMcGoose
    @WackoMcGoose 5 หลายเดือนก่อน

    In Minecraft terminology, it's the difference between having OBS recording while you're shooting the shit with your friends, and Replay Mod.

  • @watercat1248
    @watercat1248 6 หลายเดือนก่อน

    do you have eny segment for wear to ask for feedback for the trailers ?
    When it comes to make the trailer for my game it will be good idea to sherry with someone that it's knows
    more stuff abut trailer in the order to improve the trailer.
    for me make trailer i will not easy tasks all thos tips and are very useful but believes i will be good idea to show ther trailer
    to someone before i share public trailer in the order to have more chances to be good trailer.

  • @zhengistasbolatov8480
    @zhengistasbolatov8480 7 หลายเดือนก่อน

    On that Firewatch ending on presentation event... it actually got me confused, that sudden panoramic view made me look around for something, when it's supposed to focus your vision on the Tower in the middle. Kinda counter-productive trick.

    • @DerekLieu
      @DerekLieu  7 หลายเดือนก่อน

      I’m guessing for the people in the theater they were already looking at center and the effect was just filling their peripheral vision.
      Watching it in this video doesn’t really work (except to give an idea of what it looked like from afar)

    • @ja2ke
      @ja2ke 6 หลายเดือนก่อน

      Yep, in theater it mostly meant that your peripheral vision got filled up and also the whole theater filled with bounce light from the scene. In the actual in-auditorium setup, the main screen was still a separate 16:9 display set in front of the ribbon, so even though it was mostly “seamless,” there was still a physical focal point not seen in the after effects template used for the test render.

    • @DerekLieu
      @DerekLieu  6 หลายเดือนก่อน

      @@ja2ke Thanks, Jake! :D

  • @watercat1248
    @watercat1248 7 หลายเดือนก่อน

    I'm curious what is your opinion off slow motion in trailer's on game play trailer's when in the real game don't have slow motion at all.
    I have thought for some Pieces for game play trailer wean I made the trailer for my game those pics are the following.
    1. Make plan that shaman shot granted on the Air in my game I have plan to make all the explosion 💥 to be distrable.
    2. The other stuff I want to show is the doul winding,
    On my game I have plan to add doual wilding in small weapon's.
    I don't have those important mekanic for my game yet so I'm not able to make the trailer yet.
    But the question is it's okay if do stuff like slow motion wean you shoot the grenade or it's better If it's real time,
    also if don't have the aiming to shoot this Granada it's ok if I add fake 🤥 this explosion 💥 for the trailer.
    One other thing wean the time comes to make this trailer did you know any places to shred for feedback 🤔 ?
    Unlike you I'm not expect on make trailer's so for my I will be very good idea to get some feedback from shomen.

    • @DerekLieu
      @DerekLieu  6 หลายเดือนก่อน +1

      As long as the slow motion doesn’t look like a game mechanic then I think it’s ok.

  • @AntonQvarfordt
    @AntonQvarfordt 5 หลายเดือนก่อน

    I've been hounding folks in the comments to "in-engine" trailers for plausibly years going "that's what they say when they want people to (falsely) think that it's gameplay but without having ever lied, technically."
    I can just link them this vid instead, from now on.
    P.S. There are also (I think pretty often?) footage that are made in the engine that's also technically in real-time, but as long as the maker of the trailer is always in control of the camera perspective and what and when things are shown in the frame there are absurdity-adjacent powerful optimizations they can make that would never be possible in gameplay during actual play.
    Basically it can only run this level of fidelity in real-time if they know beforehand what's going to happen, and where the camera is going to be, and if an actual player is controlling that those optimizations would never be possible.

    • @AntonQvarfordt
      @AntonQvarfordt 5 หลายเดือนก่อน

      Ask the developer showing you this amazing footage in real-time if he/she could pause the simulation for a minute and let him/her fly-clip around in the environment - they'd be fucked.
      The whole world would go from "real" to "made out of cardboard".
      As soon as you can move around you'll see that nothing of it was actually really there :P

  • @sanketvaria9734
    @sanketvaria9734 7 หลายเดือนก่อน

    what about gameplay trailers then? Those has to be real time right?

    • @DerekLieu
      @DerekLieu  6 หลายเดือนก่อน +3

      If the fine print says gameplay then presumably it’s real-time.

    • @mandisaw
      @mandisaw 6 หลายเดือนก่อน +1

      Even if it's real-time, that could still mean rendered at low fps and sped-up to target in the editing process. That's a common action movie technique going back to the 30s-40s. "Real-time" just means it's not pre-rendered, and "gameplay" just means [usually] it's not a staged cutscene/cinematic.

    • @PoorLittleRobots
      @PoorLittleRobots 6 หลายเดือนก่อน

      ​@@DerekLieuIn the spirit of being open and honest to customers, is there any standard for what hardware is considered reasonable for real-time gameplay recordings? Like a generic high end PC, but not one with 4x of the latest GPUs?
      I'm trying to strike a balance between obscene VFX settings for recording and what most people will realistically see.
      Great video, didn't know I needed it until I saw it! Thank you!

    • @DerekLieu
      @DerekLieu  6 หลายเดือนก่อน +1

      @@PoorLittleRobots There’s no standard but as an example, 11 bit put specs in the fine print of their Frostpunk 2 Gameplay Trailer

  • @WanderfromSOTC
    @WanderfromSOTC 7 หลายเดือนก่อน

    Thanks

  • @Igtgygy
    @Igtgygy 7 หลายเดือนก่อน

    Thank you

  • @UmahBunny
    @UmahBunny 2 หลายเดือนก่อน

    So why dont they make video game movies, tv shows, 3d animes like this?

    • @DerekLieu
      @DerekLieu  2 หลายเดือนก่อน

      @@UmahBunny very expensive and risky with no guarantee of making money. It’s different when it’s part of a market budget for a game.