I got this gig by giving my business card to a member of the team after I played the demo at The MIX at PAX West 2017!
I've followed the development of this game for at least a couple years now. The first time I saw a screenshot for it, I fell in love with its minimalist style and adorable character design. I think I barely even knew what it was, but the glowing orb and rock holding hands was too cute for me to resist.
Pode is a puzzle platformer (with option for local co-op) made by the Norwegian team Henchman & Goon; the game is inspired by Norway's art and culture. Glo is a fallen star, and Bulder is a rock helping Glo get back home by climbing a mountain. They use their unique powers to get through the different levels.
I didn't have a lot of time to work on this one, and there are quite a few levels in the game. Typically when all the levels are hand crafted, I want to capture everything and then create the trailer based on the best bits that I can find like I did for The Adventure Pals. But something of a life saver was the fact that not all the levels were polished up enough to be in the trailer, so the team restricted me to a handful of levels they wanted to showcase.
All I knew going in was that the first part of the trailer was going to be a fully animated story scene, and then I'd have to do the gameplay section. I didn't have a final music track while working. So I concentrated on making the gameplay very clear so that the audience could understand what's going on. I also just wanted to show Bulder and Glo holding hands because THEY'RE SO CUTE!!!
I made a list of actions Glo and Bulder take in the different levels and rated them based on complexity, so that I didn't start off too complicated. So in the first shots they're just jumping on each other or using their powers individually, then build upon each shot. So in one shot Glo is growing plants, the next shot they're growing plants, which allows Bulder to climb up etc. Then I tried to show some back and forth with the co-op play.
When the edits get more montage-y I tried to cut on action. So for example, I'd cut before a character hit the ground, and then had something in the next shot activate right away. The second to last shot is the teleport which is the power with most steps, so I tried to make it very clear.
For this job I couldn't really ask for additional debug tools because they were working on the game in time for GDC. The only thing I was able to get was a toggle for button prompts, which was important because the game is cross platform. There was however one scene they wanted to capture where the button prompts couldn't be deactivated, so I had to change what level I used the teleport power in.
In the last week before it was due, I had some temporary music that I was editing to, but it was swapped out later with music from the composer which matched up to my cuts beautifully! I received the cutscene animation pretty late in the process; I trimmed it here and there so that it didn't drag too much. I wish that there could've been some sound design in it, but the music carried it wonderfully.
This ended up being pretty simple, but I'm happy with how it turned out. I really love this game, and hope that a lot of people play it when it comes out!