Building a cinematic trailer while the game is still evolving? Sounds impossible—but that’s exactly what we did. When I worked on my first trailer, I had very little idea of what I was doing. There was no clear structure or roadmap—it felt chaotic. But that’s when I realized that the process doesn’t always need to follow a set formula. You carve your own path through the journey, and that’s where the magic happens. Suddenly, I found myself in the middle of a comprehensive cinematic universe (which was really fun tbh). Working on trailers for Indus Battle Royale wasn’t just about keeping up with other game trailers or straight up—"creativity" ; it was about constant adaptation. With the game’s evolving features, we had to tweak the film in real time to match every new element, ensuring the trailer stayed fresh and relevant to the gameplay experience. Leading these projects used to feel overwhelming, but after doing this several times, each new project got a little easier, until one day, trailers became second nature. And even now, it still hasn’t fully sunk in that we’ve just put out the launch date reveal trailer! In the world of creative professionals, we often find ourselves overwhelmed by changes, feedback, and a myriad of file names—absolute brain fog, if you will. This is where the importance of organization comes into play. I make it a point to put extra effort into organizing anything digital. This discipline isn’t just about keeping things tidy; it’s a strategic choice that allows me to recall and structure my work efficiently. When everything is organized, it not only alleviates the stress of a messy workflow but also frees up my mind for creativity. I’ve found that, as someone who can easily feel overwhelmed, having a clear structure helps me thrive instead of sink into chaos. By keeping our work organized, we were able to navigate the challenges of an evolving game with confidence. Big shoutout to the entire team for rolling with the punches—your flexibility made the ride a whole lot smoother. Well, that's all I have to say. Glad I did type it today before I forgot about it 😅 Anyway, check out the launch date reveal trailer for Indus Battle Royale! Cheers to embracing the journey and finding our way through the chaos! 🥂 https://lnkd.in/da2z2RWu #CreativeDirection #CGI #Filmmaking #Marketing #VisualStorytelling #Organization #CreativeProcess #IndusBattleRoyale #VideoGames #CinematicUniverse
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Well, finally the cat is out of the bag! The first trailer for our upcoming adventure platformer game, Ari Buktu and the Anytime Elevator, is out! A lot of love (and 80s film nostalgia) went into crafting this, hope you like it! #gamedev #gameaudio #gameannouncement
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When David Kim invited me to play a pre-alpha version of this game last year, it took me less than 10 minutes to fully understand the vision of this game design and be fully bought in to the promise. I knew right away I wanted to be part of the project. RTS has always been my favorite genre and it will always hold a core place in my heart. Going back to my first brush with Warcraft II in the college dorm, playing 4v4s with friends, to jumping into the original StarCraft as a beta tester and it kickstarting my career in the industry, to eventually becoming the PR lead on StarCraft II, my life literally wouldn't be the same without RTS. The magic I feel playing Battle Aces whisks me straight back to those carefree games of War2 in the Berkeley dorms...and the obsessive late nights grinding ladder in StarCraft. Except that this is a game that distills the peak thrills and strategic mastery of those games into manageable 5-7 minute matches -- without the frustration of diagnosing cheesy rushes or the slog of 30, 45, 60 min stalemates. As an old guy and a parent now...what the dev team have done feels almost like a magic trick - I can play a satisfying amount of this game without feeling like I'm shirking responsibility. David and the Uncapped Games development team have vastly lowered the steep barrier to entry for the genre while making zero compromises on depth, and skill mastery. Now, getting folks to see past decades-long, antiquated, and calcified perceptions of RTS and open their minds to trying the game is an altogether different challenge. But we will pull out all the stops to get there. Hope you'll join us for the ride!
Cinematic Trailer | Battle Aces
https://www.youtube.com/
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Day two of the Nordic Game in Malmö is underway, and our team is excited to make new connections 🤝 Meanwhile, Hunter Wright, Associate Game Director at Dragons Lake by Room 8 Group, and Botond Harko, Art Director at Room 8 Studio, have put together an online presentation. Titled ‘Art direction and gameplay in game remakes: How to do it well,’ Hunter and Boti explore how to keep a game engaging for modern audiences while staying true to its original spirit. Check out the key takeaways in the carousel below 👇 And also share in the comments which remakes are your favorites! 🎮 See more about this presentation in our latest article: https://bit.ly/3QUJEJa #Room8Group #NordicGame
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Stellar Blade is a game known for its combat mechanics and captivating soundtrack, but it needs to improve in other areas. The storyline is forgettable, and the characters are unremarkable. The protagonist, EVE, is more of an eye candy than a fully fleshed-out character. The game makes feeling emotionally engaged in supposedly serious narrative moments difficult. Exploration feels tedious due to uninspired level design and rehashed enemies, which need more depth and intrigue than similar games like Nier. While Stellar Blade is visually stunning, it severely lacks substance, forcing players to wade through mediocrity to experience fleeting moments of combat brilliance. #StellarBlade #Playstation #PS5 #Playstation5 #VideoGame #VideoGames
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Game cinematics come in many different varieties depending on the game, target audience, and budget. Regardless of these factors, Magic Media delivers high-quality game cinematics for all our clients no matter what. Read our latest blog to find out more about the differences between game cinematics for AAA and indie projects, their common aesthetic qualities, why, ultimately, neither is better and how a game cinematic’s style should be inherited from the game for which it’s being created. https://lnkd.in/eum6usWJ #gamecinematics #gamesindustry #gamevfx
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Unyverse GDC Trailer (Pre-Alpha In-Game Footage)
https://www.youtube.com/
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Stellar Blade is a game known for its combat mechanics and captivating soundtrack, but it needs to improve in other areas. The storyline is forgettable, and the characters are unremarkable. The protagonist, EVE, is more of an eye candy than a fully fleshed-out character. The game makes feeling emotionally engaged in supposedly serious narrative moments difficult. Exploration feels tedious due to uninspired level design and rehashed enemies, which need more depth and intrigue than similar games like Nier. While Stellar Blade is visually stunning, it severely lacks substance, forcing players to wade through mediocrity to experience fleeting moments of combat brilliance. #StellarBlade #Playstation #PS5 #Playstation5 #VideoGame #VideoGames
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