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October 31, 2020
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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 Thu, 23 Jan 2020 10:51:00 EST in Business/Marketing, Design, Console/PC, Indie
Let's take a look at why Creature in the Well's gameplay trailer captures the games unique genre unlike anything else. Video with transcript included.


Posted by M. Joshua Cauller on Thu, 23 Jan 2020 10:10:00 EST in Business/Marketing, Design, Console/PC, Indie
Blasphemous Announcement trailer did a few things to showcase its trailer unlike anything else. This video analysis also includes a transcript.


Posted by M. Joshua Cauller on Thu, 05 Dec 2019 10:12:00 EST in Business/Marketing, Design, Console/PC, Indie
Outer Wilds' precise blend of genre seems impossible to talk about without spoilers, but it can be done: in this trailer analysis video (with transcript)!


Posted by M. Joshua Cauller on Thu, 21 Nov 2019 10:34:00 EST in Business/Marketing, Design, Console/PC, Indie, Smartphone/Tablet
Discussing genre in game marketing best starts with the trailer. In this trailer breakdown of Manifold Garden, we discover what works well for associative puzzle marketing design.


Posted by M. Joshua Cauller on Wed, 06 Nov 2019 10:27:00 EST in Business/Marketing, Design, Console/PC, Indie, Smartphone/Tablet
A trailer breakdown of Mutazione is the best way I know how to start discussing genre in game marketing.


Posted by M. Joshua Cauller on Tue, 29 Oct 2019 10:25:00 EDT in Audio, Business/Marketing, Design, Console/PC, Indie
The second time you make a trailer for your game can be a real gut check. Here's some suggestions to get you off to a great start.



M. Joshua Cauller's Comments

Comment In: [Blog - 11/21/2019 - 10:34]

Yeah, that 's exactly right. ...

Yeah, that 's exactly right. A trailer can only do so much to sway people. They tend to be most effective at instilling confidence that this is indeed the kind of game that you 'll enjoy. It 's rare that somebody completely unfamiliar will be 'converted ' so to speak. ...

Comment In: [Blog - 05/16/2018 - 10:11]

Thanks, Conner Yeah, it 's ...

Thanks, Conner Yeah, it 's sorta easy to figure out marketing data of what resonates with your audience, but taking that to the next level requires a little extra. Much appreciated

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 ...