11/6/2022 0 Comments Townscaper opulence![]() ![]() The dialogue I select and edit together is the backbone of the trailer which creates the dramatic structure. Then I delve into the dialogue, find the parts I think could work best, and try to create a story which illustrates a mix of the world, the characters’ situations, and the game mechanics. ![]() In this case it was the Ink files with their mix of code and text. I play as much of the game as I can and then I ask for either the voice files, screenplay, or more typically, a MASSIVE spreadsheet of dialogue. When you're making a trailer for a narrative game, is there anything you approach differently than for eg a platformer?įor narrative games I always start with dialogue. I typically go for games with either spoken dialogue or action, but the writing drew me to the game despite the difficulty of making visual novel trailers. Townscaper opulence full#I think Mask of the Rose is full of this sort of dialogue which feels like it could only belong to this world. This is why I used both of these moments in the opening of the trailer to hopefully hook the audience. “Permanent murder” is probably the shortest and most evocative two words I’ve ever had in a trailer. When searching for “good trailer dialogue” I look for something which says a lot about the world and the characters, in as few words as possible. The line “permanent murder” is also utterly fantastic. ![]() It made me laugh and inspired so many questions. Pages wanting to know about the taste of the hearts was one which immediately stood out. Which parts of Mask of the Rose made you go, oh, that bit has to go in the trailer? Here'd Derek talking about how the Mask of the Rose gameplay trailer came together. His YouTube and Tiktok [are masterclasses in what makes a good game trailer, fascinating even if it isn’t your job! This trailer was made by Derek Lieu [game trailer maestro. ![]()
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