Here you can find my latest trailer work for Eclipse Breaker! I loved helping the devs on every part of the creative process for this one and I really like how it turned out in the end, go check it out!
Here you can find my latest trailer work for Eclipse Breaker! I loved helping the devs on every part of the creative process for this one and I really like how it turned out in the end, go check it out!
Go check out my latest trailer made for NO LIFE! I had a lot of fun shooting and editing it โ๐ป
Likewise!
Yup thatโs it! Good luck โ๐ปโ๐ป
First of all thanks a lot!
I mostly used the free resources that Epic provides, the UE documentation and a lot of failed renders ahah.
There should be a free Virtual Cinematography course if I remember correctly!
Finally I've got the chance to start including also some UE5 sequencer work in use for the marketing content of Enotria: The Last Song.
I can't wait to fiddle (and learn) with it more in the future, as it's a really powerful and useful tool for a big variety of shots!
Last week I had the chance to talk about trailer making and teach the basics of editing to a class of game designers, it was a really fun experience that I hope to repeat in the near future. It's always thrilling for me to talk about these topics
Last year was my first year going back to freelancing and I couldn't be happier of how it went:
- Had a trailer on Future Game Show and Gamescom
- Attended Summer Game Fest and Gamescom
Feel free to reach out if you need help with trailers and/or social media content for your upcoming title!
I've added a bunch of new people to my Game Trailer Makers Starter Pack so I'm resharing the link!
Please let me know if you're someone who edits, captures, directs, produces, or otherwise is involved in making game trailers and cinematics!
go.bsky.app/3dAX1qt
Hereโs my Game Trailer Creative Brief Template!
A well considered brief makes trailer editing SO much easier.
Even if youโre not hiring a trailer editor itโs great marketing exercise to lay out your gameโs hooks and anchors.
Without watching the footage and/or the game it's kinda hard to be precise. If you want I'm available for a quick call or to continue this in DMs tho!
Hi! Your dm are closed, but my daily rate as an editor is 250 โฌ, so it really depends on the scope of the project ๐
Game Analysis When starting the creative process, my first step was an analytical inspection of the game deciding roughly the subjects of the trailers I was going to build, to see if the ideas I had would have been feasible within the given deadline. The trailers are for the most part staged within the introductory part of the game, with its 2 main areas, the central game hub and the first 2 bosses. It contains enough dialogue lines to build a small story within the trailers, giving enough diversity to the viewer yet saving myself some time - as I didnโt have a dev build of the game and relied on UETools MOD to achieve my results. The MOD gave me access to essential debug utilities (free camera movements, visibility toggle...). I key binded the crucial commands that I was mostly using and this greatly sped up my workflow. Scouting Finishing my inspection, I started the scouting phase taking notes on the easiest route to reach certain points of the map, which enemies I needed to avoid and which ones I needed to aggro on the character in order to create the perfect shot for each trailer - notes that were extremely helpful, as in soulslike starting a new game is needed in order to trigger some events. As part of pre-production, I listened to the game music to immerse myself in the game, hoping to find the perfect track for each one of the trailers.
Thanks to the deep analysis and the scouting phase, I was capable of navigating Lies of P very quickly, which helped me to get shots as fast as possible without affecting the quality of the final product - as I mentioned before I made extensive use of UETools to achieve more creative freedom in the camera angles and framing of the shots. I also disabled the HUD and increased the volume of the dialogues and sound effects from the game options. I divided the shooting phase in sections, tied with each zone, ending each time with the boss of the area. Following this order of actions: Initial Cutscenes; Environment shots; Combat shots; Ending Cutscenes. I was able to cut time, as I didnโt need to make the enemies respawn or start a new run to trigger an event or a cutscene. I recorded all the footage with Nvidia ShadowPlay at 2k resolution. Finishing the shooting phase, I archived and labelled each shot so I could speed through the amount of clip that I recorded during the editing phase and avoid the extra step of looking throughout the footage in search of a certain shot.
After analysis, scouting and shooting, I had my three scripts readu and I moved to post production. I started with building the skeleton of the trailers by editing the music to help me dictate the pace of the video. During the scouting process I started listening to Lies of Pโs soundtrack, which resulted in finding beautiful tracks that I felt fitting what I wanted to portray with the trailers. Iโve also opted to cover different genres, in order to showcase 3 different paced styles of editing. The songs chosen for the trailers are: Trailer 01 - Lies of P BGM l Opening Credits Trailer 02 - Feel Trailer 03 - Fascination Each song was edited and shortened seamlessly to the length that I needed, For each trailer I made use of sound design, that helped a lot on enhancing the general mood and pace of every video that I produced. Given the length of the final product I removed the traditional logo sequence - in this instance I felt the logos and the call to action shown on the endslate were sufficient - as I didnโt want to break the viewer immersion.
Here you can find 3 spec trailers of Lies of P that I made some months ago.
youtu.be/EMGbcPS1Xkg - Trailer 01
youtu.be/6qIZ9dwqf44 - Trailer 02
youtu.be/dUrfxg3Vuls - Trailer 03
I decided to share them here along with a workflow explanation, that helped me to get from pre to post production!
10 games to get to know me (in no particular order)
1. Super Mario Sunshine
2. Final Fantasy 6
3. League of Legends
4. Yakuza 0
5. Persona 4
6. Super Smash Bros
7. Paper Mario: The Thousand Years Door
8. Animal Crossing Wild World
9. Fire Emblem: The Blazing Blade
10. Phoenix Wright : Ace Attorney
They have magical vapes in Metaphor:ReFantazio
I'm sold
Hi everyone! As Enotria: The Last Song came out, I officially got my first credits for a published game. After a whole year working with the team, I can't really put to words how finally being part of the game industry with a released game feels to me ๐๐๐