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Weekly trailer making tips – http://www.GameTrailerTips.com
Portfolio: http://www.derek-lieu.com
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ABOUT ME
Hi, I’m Derek Lieu and I make indie game trailers! I got my start in the movie trailer industry as an assistant editor at a house which produced trailers for: The Matrix Trilogy, Spider-Man, Pirates of the Caribbean and many more.
Over many years I worked as an editor and started making fan trailers for games, until eventually I got jobs at game trailer houses in Los Angeles where I worked on games like Mortal Kombat X, Shadow of Mordor and lots of LEGO games. Independently I’ve helped make trailers for games like: Among Us, Half-Life: Alyx, Psychonauts 2, The Long Dark, Firewatch, Dead Cells, Subnautica, Spelunky 2, Ooblets, BattleBlock Theater and a lot more.
I’m using this channel to teach people about the art of making trailers via video essays, tutorials, reviews, and behind-the-scenes looks at my own work. I think about trailers a lot both for work and fun, so I have A LOT to say about them.
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and I thought they had some undisclosed super graphic card for public board that broadcasts 32k They just use it make a realistic trailer
Who can do this? Need a game animator
I've been hounding folks in the comments to "in-engine" trailers for plausibly years going "that's what they say when they want people to (falsely) think that it's gameplay but without having ever lied, technically."
I can just link them this vid instead, from now on.
P.S. There are also (I think pretty often?) footage that are made in the engine that's also technically in real-time, but as long as the maker of the trailer is always in control of the camera perspective and what and when things are shown in the frame there are absurdity-adjacent powerful optimizations they can make that would never be possible in gameplay during actual play.
Basically it can only run this level of fidelity in real-time if they know beforehand what's going to happen, and where the camera is going to be, and if an actual player is controlling that those optimizations would never be possible.
In Minecraft terminology, it's the difference between having OBS recording while you're shooting the shit with your friends, and Replay Mod.
do you have eny segment for wear to ask for feedback for the trailers ?
When it comes to make the trailer for my game it will be good idea to sherry with someone that it's knows
more stuff abut trailer in the order to improve the trailer.
for me make trailer i will not easy tasks all thos tips and are very useful but believes i will be good idea to show ther trailer
to someone before i share public trailer in the order to have more chances to be good trailer.
thanks for this insight!
The Half-Life: Alyx announcement trailer + the official "Gameplay Video 1, 2, 3" videos inspired me to make similar HLA content because I liked them so much. Thanks for your contribution to one of my favorite games.
I found this interesting bit of text that's apparently nowhere else on the internet besides Derek's portfolio website, so I'll paste it here because I think it's interesting:
“Announcing Half-Life: Alyx was a careful balancing act; Derek’s work was critical to helping us achieve our goals. In many ways we were more nervous about building our trailer than we were about shipping the game. Although we knew the product was solid, we were worried that gamers wouldn’t put their faith in VR as a vehicle for Half-Life. Derek worked both at a conceptual level with us to frame goals for our diverse audience, and also as a strong editor, crafting the final trailer. We ended up very happy with the results and we were thrilled that Half-Life fans seemed to agree.”
I have no idea whose quote that is, but they work at Valve Software. Cool!
what about gameplay trailers then? Those has to be real time right?
On that Firewatch ending on presentation event… it actually got me confused, that sudden panoramic view made me look around for something, when it's supposed to focus your vision on the Tower in the middle. Kinda counter-productive trick.
Huh, good to know. I misunderstood the meaning of "in-engine". I always thought it meant real-time.
This couldn't have come out at a better time, you are reading my mind or something haha. Currently making the trailer for my game and I wanted to use in-engine footage for cinematics!
I'm curious what is your opinion off slow motion in trailer's on game play trailer's when in the real game don't have slow motion at all.
I have thought for some Pieces for game play trailer wean I made the trailer for my game those pics are the following.
1. Make plan that shaman shot granted on the Air in my game I have plan to make all the explosion 💥 to be distrable.
2. The other stuff I want to show is the doul winding,
On my game I have plan to add doual wilding in small weapon's.
I don't have those important mekanic for my game yet so I'm not able to make the trailer yet.
But the question is it's okay if do stuff like slow motion wean you shoot the grenade or it's better If it's real time,
also if don't have the aiming to shoot this Granada it's ok if I add fake 🤥 this explosion 💥 for the trailer.
One other thing wean the time comes to make this trailer did you know any places to shred for feedback 🤔 ?
Unlike you I'm not expect on make trailer's so for my I will be very good idea to get some feedback from shomen.
Thanks
Thank you