Game Trailer Editor

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Starting With Chronological Game Trailer Structure

If you're really confused about what shots to put into your game trailer, and in what order, just keep them in the game's chronological order and then cut out the boring bits.

No, seriously. 

I consider this a completely viable way to create a game trailer's structure. Especially for beginner editors, it has SO many advantages:

  • Logical

  • Takes advantage of the game's designed progression

  • Easier for less experienced editors

Video editing is very intimidating because there are infinite possibilities and you can put the shots in any order you want. Also, film nerds who make video essays about editing tend to focus on incredibly cerebral editing like the 2001: A Space Odysseyjump cut, the Lawrence of Arabia match being blown out, and nonlinear storytelling like in Pulp Fiction.

If you're an inexperienced editor, don't worry about any of that stuff. It's like trying to figure out how to cook something made by a master chef rather than just learning to cut a veggie into pieces, stir frying it, adding some salt while cooking, and putting it on a plate. I'd say 90% or more of editing is just making sure things make logical sense, and the rest is for making people go "WHOA!" 

This is like 1% of 1% of editing. So don't get hung up on being clever.

What I see in a lot of trailers by inexperienced editors is the cutting is too random with little to no rhyme or reason for the shot selection. Random editing says: "We just put a bunch of shots together and we're not going to help you understand the game." This will cause the audience to disengage because they're not getting what they need. Seemingly random cutting should be reserved for the end of the trailer after the audience has a firm grasp of the game, and wants to end with a variety of cool stuff.

Imagine someone who starts counting: 1, 5, 20, 50, 99, 222, 467, 852... You'll understand that if you keep listening, the numbers will probably keep getting bigger, even if you don't know why they're increasing in those particular increments. You might even be curious to hear where they go. Now imagine a person saying numbers like this: 5, 999, 43, 3.13, 88, 40000, 1, -95, 600. You might hang on just to hear what random numbers pop up, but I'd wager you'll eventually disengage because there's no pattern or logic for you to hold onto.

This is why chronological order is a great place to start. It makes logical sense to the viewer, and will build up in intensity (if the game is designed to do so). Take a look at the trailer for Papers, Please.

This is a great trailer which starts off with the basics of the game and gradually gets more and more complicated, just like how the game itself starts of with the basics and ramps things up as you play. This is what I mean when I say chronological order is logical and uses the game's designed progression. 

Every game tends to start by introducing the player to the fundamentals of the gameplay, adding twists on that gameplay, and then repeating that cycle. This is something Mark Brown discusses in this video about Super Mario 3D World's 4-Step Level Design

Most games also tend to have a greater sense of progression throughout the entire game. Think about how Super Mario games start with idyllic levels full of greens and bright colors, and end up in darker worlds full of fire and spikey traps. Or in games like Elden Ring which start in grassy environments, and gradually progress to dark and sickly environments with giant skeletons, poison swaps, and other very unwelcoming looking places.

This visual sense of progression is already built into the game, so why not just use it for the trailer? You generally want the trailer to start with fundamentals, ramp up the complexity, and show the breadth of the game's variety in a way which feels like there's a sense of progression. Most games do that already, you just need to keep everything in order, and skip around enough for it to not get boring.

Most editing is more like this. Creating a new idea from two or more images. Do you think the old man is sweet for looking at the mother with the baby? Or a lecherous old man?

This trailer for Unpacking is mostly in chronological order. It starts with the first room in the game, moves onto the second, and onto another one from later in the game. At the end of the trailer it goes back to the second room to show it almost completely unpacked, then ends on the first room after it's finished. The skips through the progression keeps things fresh, and ending on a finished room completes the game loop so we can see what success looks like. 

Some other trailers I've written about which are chronological are: InbentoSpiritfarer - Gwen Trailer, and Astronomer.

So what are the "boring bits" I mention you should cut out? It's sort of subjective, but I think as long as you show the first verbs the player performs in the order they experience them in the game, that's a good start. For example, think of a game like a Legend of Zelda where you're an adventurer who: walks around, gets a sword, kills monsters, collects money, buys items, gains new power ups, enters dungeons, fights a boss. That's the basic progression of things you do in the game. 

You wouldn't want to start the trailer by showing them walking around, then purchasing items, walking around some more, then fighting a giant boss. This isn't the order you experience things in the game, so this makes no sense. It would tell the viewer that buying stuff is probably the primary thing you do as the player, not fighting monsters. You generally want to maintain the integrity of the core game loop, and repeat that as the trailer progresses. 

Ah, this is a game where you explore and fight things vs. Ah, this is a game where you explore and buy things?

After firmly establishing the loop you can start to skip around to make things go faster. Like how in the movie Groundhog Day we start by seeing his full Groundhog Day he then repeats multiple times. But at a certain point when we understand what one day looks like, the film occasionally shows montages of things like: Bill Murray getting slapped by And MacDowell in a series of unsuccessful dates, or montages of him trying to save the old man from dying. 

So, if you're pretty new to trailer editing (or even if you're a veteran) start by doing a thorough capture of the game. Keep everything in order, establish the basic loop, and then show how things get more interesting, and end on a variety of images. You can make a nice trailer even if everything is in totally chronological order. You can always muck around after that, but using that as a baseline is a great place to start!