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April 19, 2018
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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 Sun, 01 Apr 2018 01:24:00 EDT in Business/Marketing, Design, Console/PC, Indie, Smartphone/Tablet
Visual novel trailers require a different approach than most. Still, some universal rules can help you capture the tensions of your unique game.


Posted by M. Joshua Cauller on Fri, 08 Dec 2017 10:07:00 EST in Business/Marketing, Console/PC, Indie
Dimension Drive is out today, delivering a unique twin-screen take on the SHMUP genre. We needed to make a trailer that presented this new mechanic in a way that transmitted this new novel mechanic. This is how we did it.


Posted by M. Joshua Cauller on Tue, 31 Oct 2017 10:38:00 EDT in Business/Marketing, Console/PC, Indie
The gameplay trailer for The Mortician's Tale does something that's easy to overlook. It humbly represents the game. In this quick-tip, we look at that approach, how to glean from it.


Posted by M. Joshua Cauller on Fri, 29 Sep 2017 10:17:00 EDT in Business/Marketing, Design, Console/PC, Indie
Cuphead's trailer hype cycle goes deeper than its one of a kind style. M. Joshua looks at some of the less-recognizable strategies that pushed Studio MDHR's title at the front of people's attention.


Posted by M. Joshua Cauller on Wed, 27 Sep 2017 10:19:00 EDT in Business/Marketing, Console/PC, Indie
The Steamworld games have some of my all-time favorite trailers. So I recorded my immediate reactions to the launch trailer, provide some trailer takeaways, and then show how much I love the game's core loop.


Posted by M. Joshua Cauller on Mon, 25 Sep 2017 10:20:00 EDT in Business/Marketing, Console/PC, Indie
Sometimes, a trailer can only be understood in light of the game itself. So M. Joshua first reviews the trailer for 'Mystic Melee' before playing-through the game's basic modes; making sense of their relationship with one another.



M. Joshua Cauller's Comments

Comment In: [Blog - 04/01/2018 - 01:24]

Thanks so much, Ron Yeah. ...

Thanks so much, Ron Yeah. Looking back a few months removed from our work on it, I see what I can improve, but the general rules I gleaned held true, so I 'm glad you enjoyed it. r n r nI love your point about just on the edge of ...

Comment In: [Blog - 10/31/2017 - 10:38]

Every trailer and game is ...

Every trailer and game is different. Certainly if your game has a 90s TV-commercial vibe and atypical controls, it would be apt. And I 've been surprised by how much Mario Odyssey uses a literal PIP of a player 's hands operating the controls. So, it is a technique used ...

Comment In: [Blog - 06/07/2017 - 10:12]

Great feedback, Adam r n ...

Great feedback, Adam r n r nI love that you brought-up Mighty No. 9, which used that cry like an anime fan at prom night line. The difference is that MN9 offended its target audience, instead of offending everybody but the target audience to qualify the game as something just ...

Comment In: [Blog - 05/24/2017 - 09:53]

True A hookshot has been ...

True A hookshot has been done a hundred different ways since the original Bionic Commando and maybe before it , but the way that Flinthook handles -- the unique flowing ease of it That 's truly the only thing I 've ever seen like it. You 'll see what I ...

Comment In: [Blog - 03/23/2017 - 06:16]

Great point, Andy. Yeah, I ...

Great point, Andy. Yeah, I 'm not sure I understand Mr. O 'Reilly 's choice to give over a minute to the bears before showing Everything 's special hook, but I 'm sure he had a point in it maybe to establish the movement and flock mechanics But yes, my ...

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 ...