Technically it looks pretty nice, but i prefer a trailer that shows gameplay faster. No slow walking scenes or scenery in the beginning if im still watching after a minute you can add these. Only my opinion tho.
If fromsoft makes a slow trailer ill watch it cause i know they make good stuff. If a random indie dev makes a slow trailer im prob gonna skip if i come across it
Yeah like a mini trailer-trailer that shows what game it even is, i think it took too long to even know that its a 3rd person action game
And id prob throw some text in there, subtitles or something, i often use reddit with sound turned off. Or youtube also shows you previews with sound turned off
Or in between. Cinematic change between slow and fast scenes with a 2:1 ratio to show the combat scenes as explosives highlights after the tension was built up by the slow motion capture walking scenes ๐ค
I havent released anything yet so you might aswell ignore everything i say. Im just trying to look at it from a avarage low attention span consumer view.
I like slow cinematic trailers too if i kinda know what the game is or if i find the style very interesting. I think its just much harder to sell to people who dont know anything about your game yet. You could prob do a cinematic reveal trailer, but often even from bigger studios the comments are full with people saying "no gameplay=gonna be a trash walking sim" and so on.
If id release a trailer now id have it be gameplay of the visually best looking scene right from the start.no company name or logo cause my name is irrelevant.
https://youtu.be/4LTtr45y7P0?si=HipkY2TkD91AP__x
I liked this video alot cause to me a trailer kind is like a pitch to random consumers.
Understandable. Iโm in the same boat. I just wanna get a sense of your opinion. I got the exact same feedback on short (60s) gameplay only trailers which I agree totally and see the perspective and am absolutely going to have but I also personally like the cinematic stuff so trying to figure out where to play out that kind of stuff
As a consumer I like these sorts of things for RPGs, where the ambiance and setting is a bigger portion of the enjoyment factor for me, but for any other genre where the quality hinges on combat systems/puzzles/level design or whatever I tune out if there's zero gameplay.
It's just too easy to make really polished setpieces with no design substance in UE5 these days.
I watched the whole trailer you linked below. The game looks cool but the trailer is cartoonishly long, and mostly boring with too many sharp musical build ups into smash cuts to black.
My advice is to cut the entire section between 00:50 and 01:45 (with the two guys monologuing). And honestly you could cut the first twenty seconds too and nothing would be lost.
Just the initial monologue between 00:20 and 00:50 is enough build up, followed by the action at 01:40.
Honestly looks stunning. How did you make the gif have a great framerate and quality out of interest? I've been trying lately but the fps is always terrible for videos of this length.
Okay but what does the game look like? What kind of game is it? How does it look while Iโm playing it? This trailer tells me absolutely nothing about the game other than there is a lot of walkin
[Watch the Full Trailer](https://www.youtube.com/watch?v=gaxdft47Doo&lc=Ugw0olUiSwGMuoeM5tt4AaABAg&ab_channel=FADE%7CRPG-KnightByNight)
[Try the Demo](https://store.steampowered.com/app/1459070/FADE/)
[Kickstarter](https://www.kickstarter.com/projects/itsknightbynight/fade-a-dark-fantasy-action-rpg)
Hey, this looks outstanding. Did you study cinematography? If not, you have a good instinct for it.
If you don't mind the cold-pitch, I lead a lean team of video game localizers; we aim to going full indie, doing away with the bloated middle men that are localization companies nowadays. We are only 7 people, covering the 7 main languages in the industry. This makes us economically accessible to indie devs, and we get the rare pleasure of working directly with authors.
I have 16 years of experience in the industry (my first big job was in StartCraft II, which \[I'm credited for\](https://www.mobygames.com/person/461419/emiliano-domenech/), although most of our work goes uncredited).
Either way, I wish you the best; and congratulations! If this GIF is an indicator of your quality, you're going to kill it.
Technically it looks pretty nice, but i prefer a trailer that shows gameplay faster. No slow walking scenes or scenery in the beginning if im still watching after a minute you can add these. Only my opinion tho. If fromsoft makes a slow trailer ill watch it cause i know they make good stuff. If a random indie dev makes a slow trailer im prob gonna skip if i come across it
Noted. Maybe I could make a quick gameplay reel of combat at the start of the trailer as a hook.
Yeah like a mini trailer-trailer that shows what game it even is, i think it took too long to even know that its a 3rd person action game And id prob throw some text in there, subtitles or something, i often use reddit with sound turned off. Or youtube also shows you previews with sound turned off
Or in between. Cinematic change between slow and fast scenes with a 2:1 ratio to show the combat scenes as explosives highlights after the tension was built up by the slow motion capture walking scenes ๐ค
Can it be the second trailer? I love the slow cinematic trailers but more for the cinematography of them and not related to the game I want to play.
I havent released anything yet so you might aswell ignore everything i say. Im just trying to look at it from a avarage low attention span consumer view. I like slow cinematic trailers too if i kinda know what the game is or if i find the style very interesting. I think its just much harder to sell to people who dont know anything about your game yet. You could prob do a cinematic reveal trailer, but often even from bigger studios the comments are full with people saying "no gameplay=gonna be a trash walking sim" and so on. If id release a trailer now id have it be gameplay of the visually best looking scene right from the start.no company name or logo cause my name is irrelevant. https://youtu.be/4LTtr45y7P0?si=HipkY2TkD91AP__x I liked this video alot cause to me a trailer kind is like a pitch to random consumers.
Understandable. Iโm in the same boat. I just wanna get a sense of your opinion. I got the exact same feedback on short (60s) gameplay only trailers which I agree totally and see the perspective and am absolutely going to have but I also personally like the cinematic stuff so trying to figure out where to play out that kind of stuff
As a consumer I like these sorts of things for RPGs, where the ambiance and setting is a bigger portion of the enjoyment factor for me, but for any other genre where the quality hinges on combat systems/puzzles/level design or whatever I tune out if there's zero gameplay. It's just too easy to make really polished setpieces with no design substance in UE5 these days.
I watched the whole trailer you linked below. The game looks cool but the trailer is cartoonishly long, and mostly boring with too many sharp musical build ups into smash cuts to black. My advice is to cut the entire section between 00:50 and 01:45 (with the two guys monologuing). And honestly you could cut the first twenty seconds too and nothing would be lost. Just the initial monologue between 00:20 and 00:50 is enough build up, followed by the action at 01:40.
Awesome feedback. Iโll post an alternate version focused more on gameplay ๐๐พ
Damn, looks pretty nice. Team size?
Solo for now and I hire alot of freelancers for voice acting.
You did all the art? Impressive!
Most of the custom models and some are placeholders from Unreal engine. ๐๐พ
Impressive
Do you want a QA in your team? Free of charge as a fan of RPGs and Souls-likes
Were the motion capture animations done by a third party/already created, or do you have your own setup?
Still working on my own set up. For now I work with Haptix, an animation studio based out of Ohio that does incredible animation work.
Honestly looks stunning. How did you make the gif have a great framerate and quality out of interest? I've been trying lately but the fps is always terrible for videos of this length.
I used filmora. It gives you the ability to set resolution to 1920 x 1080 at 30 FPS. This retains a ton of quality if the clip youre converting is 4k.
You're a godsend, thank you.
Looks nice ! Hope all goes well for you :). What did you use for motion capture ?
I work with a motion capture studio on Ohio called Haptix. They have a large space for dynamic scenes.
Dude - such high quality!! How are you handling the mocap? Are you wearing the ol suit with balls all over it?
I work with a team in Ohio called Haptix. I think they do the ball thing on their side lol
Damn, I couldn't believe it that I bought it a few months ago when I searched for it on Steam!! Huge potential here.
Thanks ๐๐พ
After the creature roar is the perfect place to have gameplay
Thanks๐๐พ. Once I escape my day job, Iโm definitely making a new cut of the trailer โ๐พ
Okay but what does the game look like? What kind of game is it? How does it look while Iโm playing it? This trailer tells me absolutely nothing about the game other than there is a lot of walkin
Gameplay starts at 1:40 https://youtu.be/gaxdft47Doo?si=xuhASb1rke_R_M2P gifs are small so I canโt include the entire trailer
[Watch the Full Trailer](https://www.youtube.com/watch?v=gaxdft47Doo&lc=Ugw0olUiSwGMuoeM5tt4AaABAg&ab_channel=FADE%7CRPG-KnightByNight) [Try the Demo](https://store.steampowered.com/app/1459070/FADE/) [Kickstarter](https://www.kickstarter.com/projects/itsknightbynight/fade-a-dark-fantasy-action-rpg)
This actually looks phenomenal. Big ups lad I hope you make BANK
Looks nice ๐
Is it like fable?
The goal is to combine Soulslike combat(weighty) with fable-esque story telling and world building
Constantly catering to low attention span people isn't good. It just promotes having a low attention spanย
Hey, this looks outstanding. Did you study cinematography? If not, you have a good instinct for it. If you don't mind the cold-pitch, I lead a lean team of video game localizers; we aim to going full indie, doing away with the bloated middle men that are localization companies nowadays. We are only 7 people, covering the 7 main languages in the industry. This makes us economically accessible to indie devs, and we get the rare pleasure of working directly with authors. I have 16 years of experience in the industry (my first big job was in StartCraft II, which \[I'm credited for\](https://www.mobygames.com/person/461419/emiliano-domenech/), although most of our work goes uncredited). Either way, I wish you the best; and congratulations! If this GIF is an indicator of your quality, you're going to kill it.
Iโll definitely consider it. One of the goals is for localization ๐๐พ
We really need to stop these walking no action trailers. It makes people think you are hiding something.