Derek talks about how important sound effects are in the trailer, and getting a sense of the feel of the game, which is a great point to make. I honestly think a lot of game devs don't even realize how important sound design is for game feel IN THE GAME, let alone in the trailer!
@@DerekLieu actually, would it be possible to show you the trailer I did for a game demo recently and get some feedback on it for future projects I do?
This lesson is worth thousands of dollars, and I'm shocked it has so few likes! I have been editing films and composing music for many years, but my background is contemporary art, where time has different rules. In short: it flows very, very, very slowly and no one cares about the recipient, because there is an assumption that the recipient should care about art ;). You raised technical issues beautifully and clearly. Even your explanation of the music, despite its accessibility, brought something fresh to my life: looking at the audio track for obvious changes in dynamics! The last points with the highest level of difficulty should never be left out by any creator, regardless of experience. Thank you for sharing your knowledge and I wish you health, happiness, and wealth!
Really interesting talk. Thank you! As a casual video game consumer, 95% of trailers I watch are from the Steam page, where audio is muted by default for me. It's often a mix of 2-3 videos and 8-10 screen shots. I have no idea how much I represent a typical consumer but I think it's also worth considering how does the trailer play without audio?
Most of these come naturally if you think about it from the viewer's POV. People want to know, "Is this for me?", so each game aspect you show is sort of answering that yes/no question iteratively. If it's "no", they want to know ASAP, and if they get to the end, it should be because your game is a "yes" on all fronts 👍 That said, "Too Confidant" "Too Insecure" - man, I *felt* that. Realized I was "burying the lead" on my USPs. Subtle, but maybe the most critical advice.
Derek talks about how important sound effects are in the trailer, and getting a sense of the feel of the game, which is a great point to make. I honestly think a lot of game devs don't even realize how important sound design is for game feel IN THE GAME, let alone in the trailer!
Such a great talk, super useful info by Derek as usual!
Glad you enjoyed it!
As someone who's starting to make game trailers thank you very much for the advice
You’re very welcome. Thanks for watching!
@@DerekLieu actually, would it be possible to show you the trailer I did for a game demo recently and get some feedback on it for future projects I do?
This lesson is worth thousands of dollars, and I'm shocked it has so few likes! I have been editing films and composing music for many years, but my background is contemporary art, where time has different rules. In short: it flows very, very, very slowly and no one cares about the recipient, because there is an assumption that the recipient should care about art ;). You raised technical issues beautifully and clearly. Even your explanation of the music, despite its accessibility, brought something fresh to my life: looking at the audio track for obvious changes in dynamics! The last points with the highest level of difficulty should never be left out by any creator, regardless of experience. Thank you for sharing your knowledge and I wish you health, happiness, and wealth!
Really interesting talk. Thank you! As a casual video game consumer, 95% of trailers I watch are from the Steam page, where audio is muted by default for me. It's often a mix of 2-3 videos and 8-10 screen shots. I have no idea how much I represent a typical consumer but I think it's also worth considering how does the trailer play without audio?
This is also the norm on social media. Even TH-cam usually mutes by default if you come in via external link, or embedded frame.
So useful! I really like how you open with the essentials... art and music... then get more granular and challenging )
Excellent talk!
looking forward to digging into this!
Amazing talk
Awesome video! So helpfully! Thank you =)
Glad to hear it was helpful!
Most of these come naturally if you think about it from the viewer's POV. People want to know, "Is this for me?", so each game aspect you show is sort of answering that yes/no question iteratively.
If it's "no", they want to know ASAP, and if they get to the end, it should be because your game is a "yes" on all fronts 👍
That said, "Too Confidant" "Too Insecure" - man, I *felt* that. Realized I was "burying the lead" on my USPs. Subtle, but maybe the most critical advice.
lol... I did everything wrong for my first trailer... ticked every box
At least you got it out of your system ^_^;