A trailer is so much work!
I don't want to spoil you anything, but I think I've done a good job with the design of the new cases, The major plot points have come into shape, too, and I've prepared three different endings - one, in particular, will blow your mind!
But I won't spoil you anything.
Okay, maybe a little bit.
The scene above is included in the trailer, anyway.
And that brings us to today's update: in the past few days I've been working on the trailer.
I haven't finished yet, I'm taking my time with it because the trailer is arguably the most important thing for marketing your game.
It's the first thing the press and your potential players will see. I'm no marketing expert, but that much is obvious.
how do you make a trailer?
You think you should make it as long and detailed as possible, then, right?
Nope, the first rule of a good trailer is that it has to be short. We're talking about one minute short.
There's a very interesting study here that could explain you why.
Finding: Expect to Lose 20% of Your Audience Within the First 10 Seconds of Playback
Within the first 30 seconds of a video, you can expect to lose 33% of your viewers. At 60 seconds, 44% of the audience that started viewing the clip will have left. And so on.
"It's the information age, sweetheart". People have now access to a LOT of infos, games and videos. They won't devote that much time to your neat little trailer.
What can we deduce from this?
So, that's what I'm trying to do. Am I succeeding?
Nope, that's why it's taking so damn long!! I need more coffee.
(The trailer will hopefully be ready by tomorrow. Stay tuned)
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