People always ask me how long a game trailer should be. There’s no one answer, but there is a bigger question of how video length and label affects the audience expectations. Calibrate expectations properly, and the necessary length of video will become clearer.
The burden of depicting player verbs is something unique to the art of making game trailers. What is the best way to show them visually without resorting to a voiceover explaining the game point by point?
This is a multi part series of posts about the different “acts” of a trailer. In the age of scrolling feeds of auto-playing video, the Cold Open is more relevant than ever. Here is how it can hook the audience’s attention
Here are the varieties of trailers made for video games. Similar to TV spots for big budget films, game trailers come in all varieties with different target audiences, and messages to communicate to their audience.
How is the audience’s interest affected based on the content you choose to put into a trailer, and how frequently you release trailers? This is the first of a 5 part series exploring that question via a handful of trailer campaigns that took different approaches. Here I analyze the trailer releases for Avengers: Age of Ultron and Infinity War.
I watch a lot of game trailers, but I don’t finish watching them all, because there are a handful of red flags that tell me the trailer doesn’t have planning, editing or execution. Here are those red flags.
Part 2 of my post on rewatching trailers after seeing the finished film. Here I analyze Black Panther’s full trailer, and how it so expertly makes us think we’re seeing a lot, but still showing very little.
It’s almost a ritual for me to rewatch a film’s trailers after I see the finished version. This is part 1 of what I look for in a trailer to do my best to reverse engineer the thought process of the trailer’s producers via the trailers for Black Panther.
The Matrix is one of my all time favorite trailers, and this post breaks down just why it must've been an absolute joy to cut. Topics discussed include: 3-act structure, selecting dialogue, and cutting in visuals.