Tag: Trailer

Understanding the Art Behind Trailer Making

Last week, we made a post showing off the new trailer for The Chaser’s Voyage and it’s a video I’m personally very proud of. To make it, I went back to the basics to learn more about video editing and, specifically, more about how to make good trailers.

 

First, let me go over some of the follies I think I made during our last trailers. I’m okay with admitting that they weren’t the best trailers, or even “good” game trailers, because I’m still learning this whole process. Trust me, when I started making this game with Cameron, I had no idea about all the things I’d have to learn and do for marketing purposes.

 

Do not be mistaken though, I am proud of those older trailers. I think editing and style wise they are pretty good. Our reveal trailer is pretty boring visually, but there are hints of something stylish buried beneath an understandably amateurish composition. Our steam trailer, I like to think, has a lot more flair with trailer unique animations and swooshing character introductions, but it was flair in the wrong direction. Seeing hypothetical people’s perspectives can be really rough. I’ve spent so much time with Edwin, Tai, Nila, and Wolfe, that I forget that most people don’t know how awesome they are. Still, this trailer came about after I redid our entire user interface, meaning my skills in GIMP were still burgeoning.

I really like this composition and still think the effects are really cool, but without anyone really knowing our characters, most people would tune this out

Our early access trailer wasn’t actually meant to be our “big trailer.” It was meant to be a smaller trailer that used the flashier steam trailer as a supplement. You can actually tell though that some of the problems with our marketing strategy were starting to be addressed. Less emphasis on the characters nobody knows about and an attempt to better communicate the mechanics of the game. Still, more often than not, audiences did not seem to see what made our game unique and why it was fun. Your advertisements are often the first time people encounter your game, especially in the wild, so making a good first impression that catches people’s attention is absolutely essential.

 

As I detailed a couple months ago, for this new video, I went back to the basics and scoured the internet for resources to learn how to make a better game trailer. Luckily, professional game trailer editor Derek Lieu has many videos and articles all about the art form. There’s still so much more to learn and do, but for anyone who wants to learn how to make a trailer on their own, I couldn’t recommend Derek’s stuff more.

 

For our newest trailer, there’s a few key things I experimented with. The first was zooming in to block off the UI. Unlike many other games, our game is VERY UI dependent. How you interact with the UI is how you play the game, so turning it off completely was just not going to happen. For a long time, I was worried that zooming in so much to completely block off the UI would make the game look not as crisp and that might leave a bad impression, but after some tests, I found that it actually looked really great at 1080p. So with that fear assuaged, I used a lot of zoomed in footage to better get across the daring space adventurer vibe without worrying about the UI detracting at all from that. It also made the beginning of the trailer feel much more dynamic.

It’s worrying that this could give a false impression of how The Chaser’s Voyage is played, but what was more important was just hooking people’s attention.

I also learned how to do picture-in-picture in order to better highlight certain elements (and by that I mean the power management mechanics). This actually allowed me to still show off our characters a bit by connecting them to the primary mechanics. A little pip shows which system is going up, a banner says what action the player will get to do, and the character lets the audience associate the system with the character.

 

Sound mixing and balancing was also a big focus this time on the trailer. I made sure that every cut was on some sort of beat and that the music was properly balanced to emphasize the voices when they were talking, but to also emphasize the music when nobody was talking.  Which is important because our music is still incredible. These are all things I learned from Derek’s videos and articles.

 

Lastly, it was just making sure we showed off everything we’ve done since the last trailer and this one. Showing off cutscenes, using our new Steam thumbnail art, and even using new character art for the villain of the game, that we showed off as a wallpaper a while back. We also were able to include our player death stops for a very dramatic and suspenseful ending.

 

While progress can be slow, I feel like we’ve made a lot of progress nonetheless. Cutscenes were a huge milestone for us!

 

The results were a better trailer. One that I think really shows off what we love about The Chaser’s Voyage and will hopefully be the reason everyone else loves it too. It was totally a lot of work, but it goes to show you that as long as you’re willing to put in the work, check your ego at the door, and always be trying and doing, you can go from a know-nothing novice to a knows-a-little-bit novice like me.

 

For more updates on The Chaser’s Voyage, be sure to check back on our blog, follow us on Twitter, or join our Discord! If you wish to play The Chaser’s Voyage, you can buy it while we’re in Early Access on Steam:

The Chaser’s Voyage – Early Access Trailer 2

Check it out! Our second early access trailer for The Chaser’s Voyage. It’s been a while since our last trailer and we wanted to incorporate some of the new elements we’ve implemented since then.

We’re really proud of this one and it’s going to be our main trailer going forward. Please, share this trailer with as many people as you can. Let’s keep building up this hype starship!

 

For more updates on The Chaser’s Voyage, be sure to check back on our blog, follow us on Twitter, or join our Discord! If you wish to play The Chaser’s Voyage, you can buy it while we’re in Early Access on Steam:

The Chaser’s Voyage Wallpaper: Lady Styx

 

I was creating some art arrangements for our new trailer trailer when I made something that I thought would be cool desktop wallpaper (1920×1080).

 

 

For more updates on The Chaser’s Voyage, be sure to check back on our blog, follow us on Twitter, or join our Discord! If you wish to play The Chaser’s Voyage, you can buy it while we’re in Early Access on Steam:

Work Has Begun on the Next Trailer for The Chaser’s Voyage!

Hello everyone. Today I thought I would just give you all an update on what I’ve been doing since starting work this year.

 

With some minor graphical updates made to The Chaser’s Voyage and our tutorial and intro cutscenes from last year now behind us, it was clearly time to begin work on making a new trailer to celebrate the milestones of our latest version. To prepare, I’ve been watching various tips & tricks videos on game trailer editing coupled with some feedback during our time in early access, I’ve been honing my trailer making skills to hopefully best convey the wonderful game I know Cameron and I have been working on.

 

For anyone curious, I have been singing the praises of Derek Lieu over on our twitter for providing such in-depth looks into what makes game trailers work. Personally, I have felt for a long time now that indie game trailers never adequately explain the “game” part of their game and instead try to sell me on either a world or a vibe. Worlds and vibes are cool and all, but, when I think of indie games, I think of new and exciting ways to play games. Derek’s videos helped me put into words why I think so many indie game trailers either look very unappealing or leave me asking “What am I actually going to do in this game?”

“When does the game trailer get to gameplay part?”

The plan now is to use the advice provided in Derek’s videos to make a game trailer that not only entices, but also explains just what makes The Chaser’s Voyage the fun and unique experience we’ve aimed for since the beginning. Some feedback we’ve gotten is also helping shape this trailer. Perhaps it’s because I’m too close to the project or a game like The Chaser’s Voyage is one that I’ve always wanted to play, but it seems like it was too hard for me to notice the extent at which potential players weren’t understanding the core idea of The Chaser’s Voyage and why it’s fun. That being the tactile, on-the-fly, power management system and the Han Solo-esque ace pilot maneuvers one might pull off.

 

So, we’re just going to have to explain it people. As mentioned in this Derek Lieu video, sometimes just explaining how to play a game is necessary if it uses a lot of abstract symbols or whose basic mechanics cannot be fully understood until someone plays. Based on the feedback we’ve received, once people understand what our game is about, something clicks and the mechanics all start making sense and are very fun. I think right now, what we’re battling against is people’s assumptions that our power management system is more akin to a power health bar system (which to be fair, we technically have something like that).

Me getting ready to show our trailer once it’s done.

Fortunately, we devised a way to deliver information about the game while keeping that Star Wars inspired cinematic feel of daring space flights and intense chases. This will require some new voice work but luckily, that’s easy enough to obtain since Cameron also provides the wonderful voice of Edwin. A draft of the trailer has already been made that also utilizes some new video editing techniques I learned how to do (such as split screen) and so I’m very excited to show you guys it when it’s done.

 

For more updates on The Chaser’s Voyage, be sure to check back on our blog, follow us on Twitter, or join our Discord! If you wish to play The Chaser’s Voyage, you can buy it while we’re in Early Access on Steam:

Early Access Release Date!

Hi everyone! We’ve reached a big milestone and finally have a release date for The Chaser’s Voyage on Early Access on Steam. September 17th, 2021! We’ve worked really hard to get here, but the voyage isn’t over yet! We’re gonna keep improving The Chaser’s Voyage and look forward to getting the game into everyone’s hands.

We’ve also set up our community Discord. You can join and get updates on the game as well as give any feedback! Join the Bright At Midnight Discord!

New Steam Trailer!

Hey, everybody! Sorry for going silent for a little while. Cameron and I were hard at work making some revamps to the game’s UI, as well as making a more compact and exciting trailer for Steam. To reflect our new UI, we’ve also updated the screenshots on Steam and on TheChasersVoyage.com (though we still have a few more to update).

Unfortunately, this small, but very important detour means we probably won’t make our initial release window of this year’s spring. We’re gonna try and release by the end of summer, but for right now, we aren’t committing to a release time more specific than just this year. However, I think improving our UI’s visuals is well worth the extra wait.

If you haven’t already, be sure to Wishlist The Chaser’s Voyage on Steam and follow us on Twitter @bam_gamestudio to stay up to date with our development. Also be sure to join our mailing list and get some cool phone backgrounds!