The final launch trailer for Octogeddon! George first mentioned the concept for this trailer almost a year ago when I first met up with him at GDC. I barely feel like I deserve credit for putting this one together since he came up with the concept, gave me the song and a rough version, and I just made it all nice and shiny.
Early last year I gave some editing suggestions to tweak the timing of the opening cutscene. The final isn't precisely what I put in my version, but the very slow slicing of the tentacle is one that made it in.
When George told me his concept for the trailer I immediately pictured the suiting up sequence from Army of Darkness. I sent him an early draft with a bunch of animal sound effects, but no visuals to help him picture what I was talking about.
The final version ended up sort of similar in approach, just without the trademark Sam Raimi zooms. Rich Werner, the artist had to custom animate those little segments. After a test or two we realized that the SWF files from Flash rendered better in-game than quicklimes exported straight out of Flash, so he created SWFs with pure blue backgrounds so that I could key it out in After Effects and overlay it on top of the gameplay. It wasn't quite so simple as that because there was still a little bit of blue in some of the art, so I had to combine a non-keyed version with the keyed one.
Another part of the trailer we wrestled with slightly was how soon to get out of the cutscene and into the gameplay. Originally, nearly the full cutscene played out including the Octopus getting the idea of destroying the Statue of Liberty to exact its revenge. I thought it would be better to skip straight from the Octopus' rage to the song, but George wanted to mull it over, so I gave him both versions; he ended up going with the shorter version.
Capture for me was pretty simple on this because George had some very specific tentacle and location combinations in mind, this let me skip straight to the appropriate levels to get what I needed. The debug tools let me easily customize my octopus and also spawn whatever enemy types that I wanted. As with all capture I do, we tried to keep the on screen information clear and uncluttered.
For the final montage we worried less about readability, and more about just showing off stuff to inundate the audience with the possibilities. They didn't need to see that there's a T-Rex or a Dragon head; they just needed a sense of the scope.
Another campaign wrapped up! Octogeddon is very simple to control, but a lot of fun to play. It's now out on Steam!