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March 23, 2017
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M. Joshua Cauller's Blog

 

M. Joshua makes player-centered game trailers—custom-tailored to each game's needs. 

 

Member Blogs

Posted by M. Joshua Cauller on Tue, 15 Nov 2016 09:40:00 EST in Business/Marketing, Console/PC, Indie
We can glean a few lessons from how No Man's Sky grabbed attention, but first we need to do the homework that keeps us from falling into traps of disappointment.


Posted by M. Joshua Cauller on Mon, 29 Aug 2016 11:01:00 EDT in Business/Marketing, Console/PC, Indie
Something isn’t quite working in your game trailer. These tricks can get you back to that clicking moment — where it all comes together.


Posted by M. Joshua Cauller on Fri, 05 Aug 2016 10:09:00 EDT in Business/Marketing, Indie
This trailer explains this complicated game better than I think anybody possibly could. Here are some keys from the trailer.


Posted by M. Joshua Cauller on Wed, 27 Jul 2016 10:25:00 EDT in Business/Marketing, Design, Console/PC, Indie
Our trailer for Poly Bridge turned out so well, we thought our process might help others with some Trailer Best Practices.


Posted by M. Joshua Cauller on Tue, 28 Jun 2016 11:21:00 EDT in Business/Marketing, Indie
Most folks need a trailer yesterday, but shortening the gap between "yesterday" and "two weeks from now" means that you might need to take a few steps to ensure a quicker transition. 


Posted by M. Joshua Cauller on Mon, 13 Jun 2016 05:53:00 EDT in Business/Marketing, Design, Console/PC, Indie
Sea of Thieves' trailer focuses on player's faces to show you how to read the game. Using player’s faces to teach viewers how to read the game is absolute genius. You might even forget you're watching a trailer.



M. Joshua Cauller's Comments

Comment In: [Blog - 06/13/2016 - 05:53]

Yeah. I totally understand the ...

Yeah. I totally understand the distracting possibilities of the player faces, but as a framing explanation of a very difficult game experience, I think it 's golden. It 's extremely hard to tell a player story without it feeling over-emphatic on the high points selling moments , but this one ...

Comment In: [Blog - 05/26/2016 - 11:09]

Great work on the trailer. ...

Great work on the trailer. You sum up everything that I need to know to inhabit the player 's brain space. Is it safe to assume it was the key to securing your audience It wouldn 't surprise me. Great stuff.

Comment In: [Blog - 05/27/2016 - 09:59]

I 'm glad it works ...

I 'm glad it works for you, but I 'm curious what about it works I 'm okay with offense, but when it alienates your target audience, it shows that you didn 't screen test. And that 's the main takeaway I tried to leave everybody with: screen-test your trailers ...

Comment In: [Blog - 05/02/2016 - 08:44]

I agree with Kyle. That ...

I agree with Kyle. That 's good. Straight into the action. That spider power really sells it. r n r nThe only changes I 'd really emphasize are including sound effects and using a song with more of an emotional range/climax. Plus your end card could use a better hierarchy. ...

Comment In: [Blog - 12/30/2015 - 07:19]

Oh man, I didn 't ...

Oh man, I didn 't realize that. That 's a great catch. Thanks, Piet

Comment In: [Blog - 11/30/2015 - 03:20]

Great work, guys I love ...

Great work, guys I love the way that you work through the emotional journey of the player, the spirit of the game, and retaining a very natural earthy feel. Your process experience provides me with some time-earned insights I hadn 't thought of: especially the re-sampling of sound effects. I ...