The announcement trailer is the first look at your game, and it has about six seconds to earn the rest. Tone, world, hook, and enough of the thing to make somebody want it, ending on a wishlist. It also has to survive being embedded in somebody else's video and watched at 480p, which shapes how we pace and grade it. We work from in-engine capture, concept art and whatever exists, and animate what does not.
Announcement / Reveal Trailer sits under Rich Media, drawing on Motion Design and Sound Design.
You have a reveal date, a festival slot or a publisher asking for a beat. Maybe the game looks great in motion and the capture you have does not show it. This is the single highest leverage asset in a game's marketing, since everything downstream points at it. Eight to twelve weeks of lead time is ideal, and we can move faster when a date moves on you.
Hero art, character sheets and the rules for cropping them, so year two looks like year one.
View application →The capsule set, page layout and screenshots, built to read at every size Valve crops you to.
View application →The one that shows the loop, plus every cut and aspect ratio the beat needs afterward.
View application →