Design for silence first.
Clarity - curiosity - click - wishlist.
Good trailers speak. Great trailers sing :) (9/9)
Design for silence first.
Clarity - curiosity - click - wishlist.
Good trailers speak. Great trailers sing :) (9/9)
- Short captions or on-screen text
- Clear cause-and-effect moments
- Framing that guides the eye
- End with a payoff, scare, reveal, or joke
Then layer music and SFX for extra punch. (7/9)
- Short captions or on-screen text
- Clear cause-and-effect moments
- Framing that guides the eye
- End with a payoff, scare, reveal, or joke
Then layer music and SFX for extra punch. (7/9)
- Mute your trailer or clip
- Watch with no context
If a stranger can’t tell what your game is in 3–5 seconds, the issue isn’t sound, it’s clarity and structure. (6/9)
- Mute your trailer or clip
- Watch with no context
If a stranger can’t tell what your game is in 3–5 seconds, the issue isn’t sound, it’s clarity and structure. (6/9)
It enhances what’s already clear.
Teach yourself to communicate the idea visually first, then let sound amplify it. (5/9)
It enhances what’s already clear.
Teach yourself to communicate the idea visually first, then let sound amplify it. (5/9)
You turn the volume up. You unmute.
That’s the goal: visuals strong enough to earn the sound. (4/9)
You turn the volume up. You unmute.
That’s the goal: visuals strong enough to earn the sound. (4/9)
A viewer should grasp what your game is within three seconds of silence.
Show a moment, emotion, or reaction that makes them think, “I get it.”
That clarity stops the scroll/swipe. (3/9)
A viewer should grasp what your game is within three seconds of silence.
Show a moment, emotion, or reaction that makes them think, “I get it.”
That clarity stops the scroll/swipe. (3/9)
People scroll in public, at work, or on breaks. Creating trailers and clips “sound-off first” can teach you how to communicate your game visually and more clearly. (2/9)
People scroll in public, at work, or on breaks. Creating trailers and clips “sound-off first” can teach you how to communicate your game visually and more clearly. (2/9)
👉 indiegamejoe.com/blog/ (7/7)
👉 indiegamejoe.com/blog/ (7/7)
Don’t fade to black between clips.
Hard cuts keep momentum.
Every fade is a chance to lose attention. (6/7)
Don’t fade to black between clips.
Hard cuts keep momentum.
Every fade is a chance to lose attention. (6/7)
Quick cuts between different mechanics keep curiosity high. (5/7)
Quick cuts between different mechanics keep curiosity high. (5/7)
If your video doesn’t make sense on its own, they might keep scrolling.
Captions can help, but the gameplay has to do most of the work. (3/7)
If your video doesn’t make sense on its own, they might keep scrolling.
Captions can help, but the gameplay has to do most of the work. (3/7)
No 30-second intros. No lore dumps.
You have one chance to hook curiosity. Make it count. (2/7)
No 30-second intros. No lore dumps.
You have one chance to hook curiosity. Make it count. (2/7)
If your game does something nobody else does, show that first. Not the logo. Not the menu. The moment that makes people say “Wait, what?” (1/7)
If your game does something nobody else does, show that first. Not the logo. Not the menu. The moment that makes people say “Wait, what?” (1/7)