A how-to-play video teaches your game in the time somebody is willing to give it, which is less than you think. Overhead play footage, motion graphics for the tricky parts, clear narration and an order that builds rather than dumps. It has two jobs: convincing a buyer the game is learnable before they commit, and saving your team from answering the same rules question fifty times after launch.
How-To-Play Video sits under Rich Media, drawing on Motion Design and Sound Design.
You have a game with any real depth and a campaign or a launch coming. Maybe reviews mention the teach being hard. Maybe your rulebook is solid and people still ask. This one earns its keep quietly, in refunds that do not happen and comment threads that stay short. The rules need to be locked before we shoot, so this comes late in development.
Clear, on-brand rulebooks and reference sheets that are genuinely easy to follow.
View application →The hero film for your campaign page: built to hook in five seconds and carry viewers to the pledge button.
View application →Shelf-ready box art and components that look as good as the game plays.
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