BGP 2017 Fast Gear: Trailer

Premiere.jpgSince pretty much all of the environment and lighting/post processing had been done (except for polishing and tweaking) I could start edit together a trailer we needed of the game. This is both for our application to this years Swedish Game Awards as well as for Gotland Game Conference 2017 (GGC2017) coming up this weekend.

A couple of weeks back we started planning different shots we wanted to include as well as what kind of music and potential sound effects we wanted to use. One of the other graphical artist in my team, Lucas, started making a storyboard we would use as a base for our trailer which included things like different shots, where to have gameplay footage and a title sequence at the end. He also begun working on animations for our title sequence. Throughout the first days of planning we also looked at different car/racing related movie trailers for references and inspiration, mostly for cinematography.

storyboard
Lucas’ storyboard.

Shortly after we we’re done with most of the planning I could begin recording our shots ingame. This actually proved to be quite a pain, a lot of trial and error were involved, luck too. I had to rely on the ai of the cars to drive properly as well as controlling the player car itself whilst recording which does tend to get kind of tricky. The ai were not guaranteed to behave like they should since a lot of physics and ai tweaking hadn’t been done yet, a lot of the time they would crash into each other or the railing or seemingly drive the other way. However, after a couple of tries I finally had enough usable footage for the trailer.

I moved over to Adobe Premiere and begun putting everything together. We also were able to get to use some neat music from an artist called Occams Laser who makes retro-futuristic Synthwave style music after Lucas had sent him a message on reddit. While editing, a lot of our planning and storyboarding went a bit to waste after we realised that we were not going to be able to squeeze in enough of both the gameplay and the cinematics that we wanted in the limited time the trailer had to be limited to. In the end though, it turned out alright. Everyone in the team seemed happy with it.

 

About Jari Melgén

2015 Graphics