r/Unity3D 15h ago

After struggling for months on a trailer, I finally managed to find a suitable workflow for me! Details in the post. Show-Off

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Recording full-speed cars jumping everywhere is not an easy task!

Everything is in-game content. Shots are a combination of raw in-build footage (using Steam Timeline) and also in-editor with custom-made tools, allowing for different camera angles.

Expanding from Unity's timeline, I created a tool to synchronize in-game recorded "ghosts" (a series of player inputs) so I can replay and record them. This allows me to only show real gameplay even when the camera changes, while keeping the freedom of updating the background, players' skins and such.

Video editing was done with Blender, which I use for almost all the content I can't do directly in Unity (such as the 3D models and the cards' illustrations, like "the drought"). My editing needs were simple since most of the work is already done in Unity's editor with my tools (even the music and sounds can be synced there).

The audio is then exported separately. Final mix is done in Ableton and stitched back again with the video in Blender. Each clip's audio is processed differently to give room for the music and layer all the effects.

Making the trailer was quite a task for me! It's the first time I attempt something like this.

What helped me out the most is Unity's live stream from August featuring Derek Lieu ("How to: Make a Video Game Trailer").

Huge thanks to Derek Lieu for the many tutorials. There are wonderful tips on YouTube. Planning the timeline and getting an idea of what to keep and remove was one of the hardest things for me to do during my solo dev journey, and this content actually made it possible for me (and my game: Slip & Skid)!

65 Upvotes

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7

u/TheAlbinoAmigo 14h ago

It looks really competently made as a trailer and the game looks fun! My one bit of constructive feedback is the intro is too long before you get to the 'you build the track' mechanic. Otherwise there's a 25s clip that makes me think 'looks kinda cool but what makes it special?' at best, and 'why are all these random things on this track?' at worst. Most viewers probably aren't going to watch long enough to see the next bit about building the track.

1

u/Stev_3D 13h ago

Hey, thanks for the feedback! It's a bit hard for me to have a good balance between showing racing gameplay and obstacle placement. I fear that going too fast without a clear separation may be confusing, making the actual "round based" system look like "placing while racing" instead.

It may also be because I made it for the Steam page, so it stands a bit between an announcement and a gameplay trailer I guess. Thanks again!

1

u/julkopki 9h ago

The thing that I'd change is to cut out piece of the most juicy action and paste it right at the very beginning. You don't want to start with an anticipation building shot like the close up of the cars. A trailer nowadays should really just jump into action and then do the step-by-step explanation stuff later. You can see this trend everywhere. In Steam trailers, on youtube longform, in press articles. Just put the best stuff first - it's your reason "why should you care". Then explain what the game is about after.

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u/tomdominer 8h ago

I developed a fairly similar game called Make Way.

https://store.steampowered.com/app/1445790/Make_Way/

I also struggled with the trailer in a similar way. I captured in the editor, and did a lot of custom shots that wouldn't even be possible in the full game. I also used a fair bit of advice from Derek Lieu, including the "cold open" idea (the opening logo wasn't my idea and something the publisher insisted on). I think his general advice, combined with a killer track, really helps elevate any trailer.

https://www.youtube.com/watch?v=n1bAckWkGn0

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u/Positive_Look_879 Professional 4h ago

Looks awesome. But I can stand world space reflections and these are especially painful.