Nothing wrong with some fakery in an early development state. No, fakery is the wrong word here... Nothing wrong with showing the good and already working stuff in an early development state. Thanks for the insights!
Great video Kev! I did the same when making the trailer for Adapt - we based the start of the trailer around a tweet we did which went viral and it's done quite well for us so far!
I did the exact same thing with my first trailer for Mushi Come Home in the Wholesome Snack. I only showed off areas I had decorated and pretty much none of those areas are in the final game now. A lot of what's in the trailer are things I just put together to have something to show and make a trailer look polished and completed. It definitely worked well in the moment for the Direct and for kickstarting the Steam page. But the game has evolved so much since the "fake trailer" and it's difficult finding the right time to make a new one with more "real content". But I'd say what you did was still the right thing as you needed something to kickstart the page launch, even if it's with a "fake announcement"!
I've seen plenty of images of this on twitter, it looks fantastic! Very interesting how you worked on the trailer. Don't worry about it being 'fake'. It just means your trailer has sold the vision for the game that people really want to play. Keep up the fantastic work!
Think this is a great video for those making trailers or at least teaser trailers - think it explains pretty well what's important to throw into them! Congrats on the wishlist milestone, looking forward to seeing the level design! 👀
I have two questions. One: Which one is Chick and which one is Nugget? Two: Is that big thing in the first draft trailer (2:10) supposed to be a Boss? It looks freaky, But in a good way!
**For the Q & A** I myself am an aspiring independent game developer in highschool and I have my own detailed game ideas. I hear a lot from other developers I watch, that game development ‘costs a lot’. Now, besides marketing, various software, and hiring/paying workers; what would cost money?
Great Devlog and loved the trailer! Definitely looking forward to playing it (and probably reviewing it) when it's ready. One question I have is do you have any strategies for preventing or reducing burnout during the development process? Are you worried at all about burnout while developing PaperKlay? Keep up the great work!
I think you did a great job on the video. I quess if you had called it a teaser that would have been more accurate. Interesting thoughts behind your proccess, got to keep them in mind!
I love that game so much! Played it on my psvita and then my girlfriend played through it. Haven't played through the ps4 version yet but the art is amazing!
I have wishlisted and i am pretty sure the game is gonna be way batter than the trailer shows Some of my question are Will it have boss fights ? Will the game only revolve around collection of eggs? What is your method of working or work process?
Curious as to what's you timeline for the game? It seems to me at least that you are doing the steam page and trailers really early in the dev, what's your reasoning behind this? Also totally curious about the living in the woods! Would love an entire video just about that!
I might bring this up in the Q&A but the main reason is to start gather wishlists as it can make a big difference for devs when it releases. A strong release can lead to future promotions.
@@WhyKev Ahh ok, fair enough! I have no idea about that side of things, hence the question. It's interesting to see everyone's approach to it. I'd be too worried that things would drastically change if I did a trailer too early. No worries if it doesn't make it into the QnA.
Honestly, the way folks promote and present a game really is interesting, so I'm glad you made a video on this! I think you're doing a fantastic job of it, because the trailer is super polished! Doesn't matter that it's more polished than the game as a whole right now - that's what a short trailer is for haha. That's really fascinating about how much it helped with the wishlists too. I'm happy it helped so much - you really deserve it, and I really enjoyed the whole direct. I'm sure you can predict what kind of question I'd ask! How does the narrative of the game factor into how you approach level design?
You're the best Jamie! Thank you so much! I'm very proud over the trailer and how it turned out. Hehe that's a good question I will definitely answer that one!: D
Great devlog, fun to hear some of your thoughts on building a good trailer!
Thanks James! Glad that you like it! Felt like a fun way to structure the trailer :)
Nothing wrong with some fakery in an early development state. No, fakery is the wrong word here... Nothing wrong with showing the good and already working stuff in an early development state. Thanks for the insights!
Yeah that's a really good way of looking at it!
I love his little waddle so much
The waddle is what's carrying the game at this point haha :D Thank you thank you!
Great video Kev! I did the same when making the trailer for Adapt - we based the start of the trailer around a tweet we did which went viral and it's done quite well for us so far!
haha it's really a great strategy! :D
incredible, this man keeps pumping out content! Keep it up homie!
I do what I can :D Behind scenes I have barely progressed for 2 months it feels like. Trailer + Announcement prep took a lot of work
I did the exact same thing with my first trailer for Mushi Come Home in the Wholesome Snack. I only showed off areas I had decorated and pretty much none of those areas are in the final game now. A lot of what's in the trailer are things I just put together to have something to show and make a trailer look polished and completed. It definitely worked well in the moment for the Direct and for kickstarting the Steam page. But the game has evolved so much since the "fake trailer" and it's difficult finding the right time to make a new one with more "real content". But I'd say what you did was still the right thing as you needed something to kickstart the page launch, even if it's with a "fake announcement"!
So glad I'm not the only one, I do think that I'll also replace a lot of these areas since the goal was just to set the mood really :D
Fake it 'til you make it! Love the devlog and can’t wait to see the house in the woods! 👌🏻👍🏻
Hey thank you Gustaf! Yeah sometimes you have to fake it :D
This game is super cute. I've been following it for awhile on twitter. I could have sworn I was subbed but at least I am now!
hehe thanks for the kind words! Also thanks for stopping by the stream yesterday :)
I've seen plenty of images of this on twitter, it looks fantastic!
Very interesting how you worked on the trailer. Don't worry about it being 'fake'. It just means your trailer has sold the vision for the game that people really want to play.
Keep up the fantastic work!
Well hello there! Yeah I post a lot on twitter hehe :D Glad to hear you liked the video.
Think this is a great video for those making trailers or at least teaser trailers - think it explains pretty well what's important to throw into them!
Congrats on the wishlist milestone, looking forward to seeing the level design! 👀
Many thanks Saul! Yeah I'm now a fan of this approach!
How did you learn game development and what would you recommend someone who also wants to learn to master first?
I have two questions.
One: Which one is Chick and which one is Nugget?
Two: Is that big thing in the first draft trailer (2:10) supposed to be a Boss? It looks freaky, But in a good way!
**For the Q & A**
I myself am an aspiring independent game developer in highschool and I have my own detailed game ideas.
I hear a lot from other developers I watch, that game development ‘costs a lot’. Now, besides marketing, various software, and hiring/paying workers; what would cost money?
Great Devlog and loved the trailer! Definitely looking forward to playing it (and probably reviewing it) when it's ready. One question I have is do you have any strategies for preventing or reducing burnout during the development process? Are you worried at all about burnout while developing PaperKlay? Keep up the great work!
I love the game! and the channel!
Thank you :D Means a lot!
I think you did a great job on the video. I quess if you had called it a teaser that would have been more accurate. Interesting thoughts behind your proccess, got to keep them in mind!
Thanks! Yeah could've called it a teaser!
The game kinda reminds me of tearaway which is one of my favorite games so it’s cool
I love that game so much! Played it on my psvita and then my girlfriend played through it. Haven't played through the ps4 version yet but the art is amazing!
Hose long have you worked on this title and how much more time would you estimate needed? Would be interesting as a viewer to understas the scoope 😃
I have wishlisted and i am pretty sure the game is gonna be way batter than the trailer shows
Some of my question are
Will it have boss fights ?
Will the game only revolve around collection of eggs?
What is your method of working or work process?
Wait...this is just how people make trailers though :O
Looks good to me lol
haha well I guess you're right! Thank you so much!
Fantastic! The house in the woods sounds cool but what do you mean by that?
I'm moving into an off-grid house in the swedish woods :) I'll make sure to record some footage for the next devlog
Curious as to what's you timeline for the game? It seems to me at least that you are doing the steam page and trailers really early in the dev, what's your reasoning behind this?
Also totally curious about the living in the woods! Would love an entire video just about that!
I might bring this up in the Q&A but the main reason is to start gather wishlists as it can make a big difference for devs when it releases. A strong release can lead to future promotions.
@@WhyKev Ahh ok, fair enough! I have no idea about that side of things, hence the question. It's interesting to see everyone's approach to it. I'd be too worried that things would drastically change if I did a trailer too early. No worries if it doesn't make it into the QnA.
How much is it going to cost?
Honestly, the way folks promote and present a game really is interesting, so I'm glad you made a video on this! I think you're doing a fantastic job of it, because the trailer is super polished! Doesn't matter that it's more polished than the game as a whole right now - that's what a short trailer is for haha. That's really fascinating about how much it helped with the wishlists too. I'm happy it helped so much - you really deserve it, and I really enjoyed the whole direct.
I'm sure you can predict what kind of question I'd ask! How does the narrative of the game factor into how you approach level design?
You're the best Jamie! Thank you so much! I'm very proud over the trailer and how it turned out.
Hehe that's a good question I will definitely answer that one!: D
@@WhyKev can't wait!