Oh neat, I have seen that guy post a bunch in a discord server I moderate. Helped him with a small effect to make the weapons brighter but I don't think that it made it to the final product.
Oh yeah that was for a super old version of the game when I intended to have a day/night cycle but I ended up scraping that project and redoing it all from scratch lol. I think the effect is great for night but for the dusk time I chose for the game it looks a bit weird since it removes all environmental lighting from the gun (this looked weird combined with the lantern). In my next game I might use it though if I do have a night level. Thanks again for helping with that!
It's actually a great analysis! I suppose your experience in creating RUclips videos has greatly contributed to understanding how to make game trailers more engaging and interesting to watch!
Many thanks Marnix ! Just became member on patreon will change to paid one later(dont have my card handy) You guys are making very helpful vidoes for us game devs and deserve the support 👏 😊
Nice, I probably used most of the points you mentioned in the trailer when I released my game. 30s length, action from the start, call to action at the end, music picked first, recorded to the beats. But it was actually second iteration, first trailer had more boring running scenes.
Great video! Definitely already learned a lot of things I need to look out for when making my own trailer. I do wonder how your approach might have been different if the game would've been a lot more slower paced. Instead of a boomer shooter, what if the game was a top-down, turn-based shooter for example? I feel like cutting scenes to the rhythm of the music might make less sense there, since the game itself would be a lot less snappy and quick compared to a boomer shooter. Curious what you think!
I think it is somewhat down to personal preference, I think the new trailer is a lot better than my old one. The only minor thing I didn't like about the new trailer is that occasionally the audio cut off weirdly when transitioning between scenes. Other than that though I think the new one is better in almost every way lol
Thanks for helping with my trailer guys!
The lantern is cool
The music sounds sick
Oh neat, I have seen that guy post a bunch in a discord server I moderate.
Helped him with a small effect to make the weapons brighter but I don't think that it made it to the final product.
Oh yeah that was for a super old version of the game when I intended to have a day/night cycle but I ended up scraping that project and redoing it all from scratch lol. I think the effect is great for night but for the dusk time I chose for the game it looks a bit weird since it removes all environmental lighting from the gun (this looked weird combined with the lantern). In my next game I might use it though if I do have a night level. Thanks again for helping with that!
Yes my gatekeeper.
@@dobrx6199 It was fun to create that effect, I went a head and checked and it was back August last year, somehow it felt like just a month or two ago
@@realdlps oh shit it was that long ago? 😂
It's actually a great analysis! I suppose your experience in creating RUclips videos has greatly contributed to understanding how to make game trailers more engaging and interesting to watch!
Many thanks Marnix ! Just became member on patreon will change to paid one later(dont have my card handy) You guys are making very helpful vidoes for us game devs and deserve the support 👏 😊
A voice over would be epic on that trailer especially narrated by someone with a "finish him" ahh voice
I love the explanation. I've saved this video for when i make my own trailer.
Nice, I probably used most of the points you mentioned in the trailer when I released my game. 30s length, action from the start, call to action at the end, music picked first, recorded to the beats. But it was actually second iteration, first trailer had more boring running scenes.
I should use your patreon and just have you make my trailer in the one hour coaching session :D
Great vid. This is the kind of stuff that really helps. Great walkthrough. And. nice insight into you approach and thought process.
Great video! Definitely already learned a lot of things I need to look out for when making my own trailer. I do wonder how your approach might have been different if the game would've been a lot more slower paced. Instead of a boomer shooter, what if the game was a top-down, turn-based shooter for example? I feel like cutting scenes to the rhythm of the music might make less sense there, since the game itself would be a lot less snappy and quick compared to a boomer shooter. Curious what you think!
We just watched the trailer over on Steam, glad to see it was the one that BiteMe Games made here in this tutorial - top notch!
this channel is amazing
I never thought to put in markers on the specific beats. I also don't do a lot of video editing, but that's gold. Very nice.
Any tip for games that are not that intense, outisde of the action genre? They can still be synced to music ofc.
helpful video, a lot of trailers aren't given enough attention
Ah that's how you use markers. Lol
solid gold, subed
The anlysis was great, rock solid advice even, the implementation did not reach it
Cool thanks
What was the music service called? I kept missing the name…
It's called Artlist
artlist.io/ -M
yeah does and dont would be awesome
watch both trailer. TBH not much difference besides of length, even i like sound of original video more appealing.
I think it is somewhat down to personal preference, I think the new trailer is a lot better than my old one. The only minor thing I didn't like about the new trailer is that occasionally the audio cut off weirdly when transitioning between scenes. Other than that though I think the new one is better in almost every way lol
Hey Dobrx! 🦭
Hey!