![]() With small teams, the developers must spend time to make them which leads to less time to develop the actual game – and if you still have ample time to continue development it’s like stealing food from a hungry dog! … You risk your hand! Marketing teams look at trailers as one the most important assets in their arsenal, maybe sometimes even more important than the game itself. “Again it depends on your point of view.” ![]() If I was to quote from one team member who repeats this like a mantra: ![]() Making a trailer is very time-consuming, the time required for their creation is often taken from the highly valuable development schedule and they can end up being completely time-wasting. I love to conceive and realize trailers, but this feeling isn’t shared by the rest of the LKA team and I perfectly understand why! Making a trailer is something important, but I feel that my perception of it goes beyond the real importance of the trailers themselves. We’ll be breaking the diary down into two posts, so keep your eyes peeled next week for the conclusion! But for now, onto the diary of Luca! This time we’ll be diving into the personal diary of Luca Dalcó who is sharing his notes from over the course of creating the recent release date trailer for Martha Is Dead, and getting to grips with the exciting new Metahuman technology that was also seen in the Matrix Awakens tech demo for Unreal 5! (If you haven’t seen the trailer yet – you can see it here!) Hello folks, and welcome to the next part of our Martha Is Dead blog series! Making A Trailer – New Martha Is Dead Blog 27 December 2021
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