Intro
Your game is built. Your brand is locked. Now you need to show it off—in 30 to 60 seconds.
A game trailer is a tight montage of your best moments: the coolest action, the funniest dialogue, the most stunning visuals. It's a teaser, not a walkthrough. The goal? Make someone want to play.
In this lesson, you'll capture footage from your game, edit it with your brand colors and fonts, add music and sound, and export a professional-looking video that lives on your portfolio page and gets shared on social media.
This is a team effort. Your Marketing Lead directs the vision. Everyone contributes gameplay clips.
Before You Start
You need:
- Your finished game from Lesson 3.3 (you need to record footage)
- Your Brand Kit from Lesson 3.4 (colors, fonts, logo, tone)
- Access to a screen recording tool (GDevelop built-in recorder, OBS, or Camtasia)
- Access to a video editor (DaVinci Resolve, Adobe Premiere, iMovie, or Shotcut)
- Music and sound effects (free options: Freepik, Pixabay, YouTube Audio Library)
- A storyboard or shot list planned by your Marketing Lead
Keep in mind: 30–60 seconds is short. That's 8–15 shots at most. Every frame counts. Plan carefully.
Task 1: Record & Gather Footage 🟢
Goal: Capture the best moments from your game—clean, well-lit, and showing the core action.
Duration: 1–2 class periods
- Plan your shots. With your Marketing Lead, list 8–15 key moments in your game:
- Hook (0–3 sec): The coolest, most immediate action (explosion, jump, story reveal, puzzle solve)
- Gameplay (5–15 sec): 3–4 short clips showing different mechanics or levels
- Polish (15–25 sec): 2–3 shots showing art, UI, or story moments that make players care
- Call-to-action (25–30 sec): Text reveal of the title and tagline, fade to logo
Example storyboard: [Platformer] (0–2s) Player leaps over spikes → (2–5s) Player lands on enemy, bounces → (5–8s) Player collects jewel, HUD updates → (8–10s) Reaching the goal → (10–15s) Montage: Level 2 intro, boss fight, victory screen → (15–30s) Slow-motion replay of best moment with music swell → (30–35s) "TOWER ESCAPE" title appears → (35–40s) "Coming Soon to ICT 9" fades in
- Set up recording. Choose your recording method:
- GDevelop built-in: Preview → click "Record" if available. Simplest option.
- OBS Studio (free): Open-source, professional, can record at any resolution and frame rate. Steeper learning curve, but powerful.
- Camtasia (school license): Easier UI, built-in editing, good for simple recordings.
Settings: Record at 1920×1080 (1080p) at 60 fps. This ensures clean, smooth footage.
- Record each shot. For each clip:
- Play through the moment in your game
- Record only the moment (don't record your menu navigation or fumbling)
- Aim for 3–5 seconds per clip (longer clips get trimmed in editing)
- If the moment requires setup (reach a certain point, set difficulty), play it as many times as needed to get a clean take
Pro tip: Record some shots twice. You might want different angles or speeds in editing.
- Gather B-roll. Beyond gameplay footage:
- Title screen or menu (3 seconds)
- UI details (HUD, inventory, stat screen)
- Character/environment close-ups (if relevant)
- Any cinematic or story moment (dialogue, cutscene)
- Organize your files. Create a folder structure:
Game_Trailer/
├── Footage/
│ ├── Hook_Shot.mp4
│ ├── Gameplay_01.mp4
│ ├── Gameplay_02.mp4
│ ├── Polish_BattleScreen.mp4
│ └── CTA_TitleScreen.mp4
├── Audio/
│ ├── Music_Main.mp3
│ └── SFX_Victory.mp3
└── Storyboard.txt🟢 You have 8–15 clean clips organized and ready to edit.
Checkpoint: All footage is recorded at 1080p/60fps, organized, and matches your shot list.
Task 2: Edit the Trailer 🟢
Goal: Assemble your clips with music, titles, and transitions to create a compelling 30–60 second video.
Duration: 2–3 class periods
- Set up your project. In your video editor (DaVinci Resolve, Premiere, iMovie):
- Create a new 1920×1080 project
- Set frame rate to 60 fps
- Create a timeline (sequence/project)
- Import your assets. Drag your video clips, music, and any graphics (logo, title card) into the editor's media library.
- Build the rough cut. Place clips on the timeline in order, with audio below:
- Video track: All your gameplay footage, end-to-end (rough, no trimming yet)
- Audio track: Music and sound effects underneath
Don't worry about timing yet—just get everything in.
- Trim and time clips. Now edit each clip to fit the music and pacing:
- Hook clip (0–3s): Grab the most attention-grabbing 2–3 seconds
- Gameplay clips (3–20s): Trim each to show one complete action, 2–4 seconds each
- Polish/story clips (20–25s): Slow down here, let moments breathe
- CTA (25–30s): 5 seconds for title + tagline
Pacing rule: Fast cuts (1–2 sec per clip) = exciting. Slower cuts (4–5 sec) = cinematic or emotional. Mix them.
- Add music and sound.
- Find royalty-free music that matches your tone (YouTube Audio Library is free and solid)
- Lay the music track under all clips
- Adjust volume: music loud at the start, dip under dialogue, swell at the title reveal
- Add sound effects (jump, coin collect, victory chime) at key moments for impact
Audio licensing: Always check the license. YouTube Audio Library, Freepik, and Pixabay are free for school projects. Never use copyrighted music without permission.
- Add titles and graphics. Using your Brand Kit:
- Title card (at 25–30s): Your game's name in your headline font, in your primary color, on a contrasting background (use a second color or gradient)
- Tagline card (at 30–35s): Your one-line pitch below the title
- Logo (at 35–40s or end): Your logo fades in or pops on screen
- CTA text (at 40–50s): "Coming to ICT 9 Studio," "Play Now," or your launch date
Use simple text overlays or create a graphic in Figma and import it as an image.
- Add transitions (sparingly). Most cuts can be straight cuts (instant change). Use transitions only for emotional beats:
- Fade to black for scene changes
- Dissolve between slow-motion moments
- Wipe or zoom for comedic moments (if your tone allows)
Rule: Transitions should be fast (0.3–0.5 seconds) and subtle. Avoid spinning cubes or explosions; they date your video.
- Color and audio balance.
- Check that all clips have consistent brightness and color temperature (use color grading if needed)
- Balance audio levels: music at -12dB to -6dB, speech at -3dB, sound effects as accents
- Add a gentle fade-in at the start and fade-out at the end
- Check the length. Your timeline should be 30–60 seconds. Time it. If too long, cut clips or speed them up (1.2x–1.5x speed keeps it smooth). If too short, add a longer music outro or extend the CTA. 🟢 Trailer is 30–60 seconds, polished, and ready to export.
Checkpoint: The trailer is edited, has music/sound, titles, and smooth pacing. Total length: 30–60 seconds.
Task 3: Export & Deliver 🟢
Goal: Export your trailer at broadcast quality and prepare it for sharing.
Duration: 30 minutes–1 hour
- Export settings. In your editor, export with these specs:
- Format: MP4 (H.264 codec)
- Resolution: 1920×1080 (1080p)
- Frame rate: 60 fps
- Bitrate: 8–12 Mbps (high quality, but reasonably sized)
- Audio: AAC, 128 kbps stereo
- Quality check. Download the MP4 and play it:
- Does it play smoothly on your computer? (No stuttering or audio sync issues)
- Can you read all text clearly?
- Does the music sync with the visuals?
- No obvious artifacts or dropped frames?
If there are issues, go back to editing and re-export.
- Create a thumbnail. (For when the trailer is posted online)
- Extract one striking frame from your trailer (the coolest action moment)
- Add your game's title and logo in a corner
- Use your Brand Kit colors for contrast
- Export as a 1280×720 PNG or JPG
This thumbnail will represent your video on YouTube, social media, and your portfolio page.
- Save to your team's folder. Upload to Teams or Google Drive in a shared "Assets" or "Marketing" folder:
Game_Trailer_Final/
├── YourGame_Trailer_720p.mp4
├── YourGame_Trailer_360p.mp4 (optional, for social media)
├── YourGame_Trailer_Thumbnail.png
└── Project_Files/ (DaVinci, Premiere, or iMovie project for future edits)
- Share with the team. Post the trailer in your team channel:
- Link to the video file
- One sentence about what you loved in the final cut
- Any feedback or "next time we'd..."
🟢 Trailer is exported, uploaded, and shared with the team.
Checkpoint: MP4 is 1080p@60fps, plays smoothly, and is saved in your team folder. Thumbnail created.
Blue Tasks: Deeper Learning
- Multi-platform edits. Create three versions: 60s (cinematic), 30s (quick grab), and 15s (social media teaser). Each has a different pace and focus.
- Color grading. Use your editor's color tools to match the mood of each clip. Warm tones (oranges, yellows) for action; cool tones (blues, purples) for mystery. Consistent look = professional video.
- Motion graphics intro. Animate your title card: letters fly in, logo spins, or bars sweep across. Keeps it dynamic. (Use After Effects, Figma, or your editor's built-in animation tools.)
- Subtitles or captions. Add text for key dialogue or story moments. Helps viewers who can't hear audio and makes clips more engaging on mute (social media best practice).
- Behind-the-scenes footage. Film 30 seconds of your team playing, reacting, or celebrating. Include it as a credits roll at the end.
Black Menu: Extensions
- Voice-over narration. Record a script (2–3 sentences) in your game's tone and layer it over the video. Adds personality and clarity.
- Animated backgrounds or overlays. Add subtle animations (particles, waves, scrolling text) behind or over your gameplay footage to add visual interest.
- Side-by-side comparison. Show a quick before/after split-screen: concept art vs. final game, or "Expectations vs. Reality" humor.
- Cinematic slow-motion montage. Slow down (0.5x speed) your most epic moments and add dramatic music swell. Makes a 5-second sequence feel epic.
- Your creative idea. A transition style, effect, or pacing trick that makes your trailer unique and memorable.
Reflection
- What was your "hook"—the first 3 seconds? Did you choose it because it's the coolest moment, the most action-packed, or something else? Why?
- Describe the pacing of your trailer. Are cuts fast, slow, or mixed? How does that match your game's tone (from your Brand Kit)?
- If someone muted the video and watched only the visuals, would they still understand what your game is about? Why or why not?
- What was the hardest part of editing? (Recording, syncing audio, fitting the time limit, color grading?) How did you solve it?
Hand It In
Submit to Teams under "Lesson 3.5 — Trailer."
- Trailer (MP4) — 1080p@60fps, 30–60 seconds long, exported and tested
- Thumbnail image — 1280×720 PNG or JPG with your game's title/logo
- Link to all project files — (DaVinci project, Premiere file, iMovie library, etc.) so edits can be made later
- List of music/sound sources — Include links and licenses (e.g., "Victory_Chime.mp3 from YouTube Audio Library, free for education")
- Your reflection — (the four prompts answered)