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
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.