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Can you produce a high-quality game trailer against the clock?

We’ve talked before about the importance of a game trailer. For the audience, they are an exciting preview of what’s to come that both entertain and intrigue. For the developer and publisher, they’re a way to measure audience reaction and drum up hype.

CG can be used to present the game as a highly polished experience – an effective tool that allows for endless amounts of creative storytelling with which to visually communicate your key messaging. In addition to the production itself, a great deal of time often needs to be invested to ensure that a CG trailer successfully hits the sweet spot. But when time is against you, and you still need that major marketing asset to help with the promotion of your game, what are your options?

 

A little tease

As is often the case, a developer might require for a trailer at very short notice. The level of success that a game can suddenly enjoy can come thick and fast, with few able to predict the levels of success that games like ‘Candy Crush’, ‘SMITE’ and ‘Fortnite’ would go on to enjoy so soon after their initial release.

Having a great marketing asset that will help build your brand at this important stage will ensure that your game isn’t seen as a flash-in-the-pan and sink faster than ‘Flappy Bird’. In the case of SMITE, the game’s developer Hi-Rez Studios were smart enough to mine the opportunity that their hit game presented them with. They commissioned a high-profile CG trailer that helped reinforce the game’s excitement and quality.

However, such was the demand to get a trailer out as quickly as possible, a ‘teaser’ needed to be developed ahead of the release of the initial ‘Battleground of the Gods’ trailer. Doing so allowed the production of the final piece to continue. In doing so, the ‘teaser’ helped build further momentum for the game and proved to be another ‘marketing beat’ that would further secure the game’s fast-growing success. All of this was achieved without making any compromises to the quality of the final production.   

 

In-engine
Creating a ‘teaser’ for a trailer can be an effective way of dramatically reducing the production time needed to produce a major marketing trailer – particularly useful if you need it for a particular event or opportunity that can’t be moved. But is this the only way?

Fortunately, the answer to this question is ‘no’ – depending on the style and nature of your game, it may be that an alternative execution for the trailer may be suitable.

Once Fortnite decided to introduce their ‘Battle Royale’ mode, the game became so successful that it transcended gaming culture and entered the mainstream media. Creating their launch trailer in the game’s own engine helped save production time and take full advantage of the many assets that they had at their disposal. It’s a route that has only relatively recently become a viable option thanks to the improving quality of game engines which can be used successfully to create high-quality trailers with a quick turnaround.

A perfect example of this is the multiple ‘Sea of Thieves’ trailers for Rare’s swashbuckling multiplayer adventure. Using a game engine ensures a fast turnaround without any compromise to quality. In this case, these trailers were produced in UE4, but flexibility is key when choosing who to work with. Are they capable of acquiring various styles in one engine, like the more ‘lifelike’ visuals achieved in ‘Dakar ‘18’, also made using UE4? Or can they work with another engine entirely, like a proprietary one or Amazon’s Lumberyard?

 

Art attack
But the shortcuts needn’t end there. If you don’t feel that a teaser trailer or in-engine trailer are suitable for your game, then you could consider the option to produce an effective but time-saving 2.5D piece. Foregoing the complexities of full 3D, going with a 2.5D production helps remove the need to build, rig and light complex character assets, let alone the world they inhabit. ‘Runescape: Adventure Calls’ is a great example of a production that can be swiftly executed in a shorter time frame, while providing a stylish and compelling way of conveying to the audience everything you want to convey about your game.

Regardless of how you might want to produce your trailer when up against the clock, whether as a teaser, in-engine, or 2.5D, development of the initial creative will be key. The development of the creative means finding a practical solution that neatly conveys everything you want to communicate, and is best done by a production team that has a deep understanding as to the type of media that you choose for your production.

Fortunately, RealtimeUK’s creative team is on hand to help with this and can probably identify a number of ways in which your trailer can be delivered a soon as possible with no compromise to quality.

At RealtimeUK, we are very experienced in working to a tight schedule. We work with you on a short timescale to produce something that will capture and engage an audience. To discuss further, get in touch with me at [email protected].

International Women’s Day 2019

Friday the 8th of March is a day to mark in your calendars. It’s International Women’s Day (IWD), and in the age of #MeToo, it has never been more important. Despite an ever-progressing society, there are still ways we can improve. It’s why IWD’s theme for 2019 is ‘#BalanceforBetter’.

The rabbit hole of statistics goes deep, and we could spend all our time digging through these facts. Facts like unlocking the full potential of women in the workplace could be worth £23 billion to our economy. Or the fact that almost half of the workforce (46%) is female, yet women hold only a quarter of senior roles.

But you can see the tide shifting; the figures are looking better here in the UK as time goes on. So, to mark the occasion, we decided to interview our female staff.

Marketing manager. Concept artist. Office manager. Production manager. Head of Production. These are just some of the roles covered by the women here at RealtimeUK. They are Zoe, Flora, Heather, Bhavini, and Jane, respectively. For them, it’s been a crazy 2019 already, and that isn’t about to stop anytime soon.

 

Zoe – food for thought

“My day to day can change massively depending on what’s going on in production and what awesome projects we’re working on,” says Zoe, Marketing manager. Her role is organising the chaotic whirlwind that is the busy schedule of RealtimeUK. Sometimes literally – it wasn’t long ago she was organising their trip to Total Chaos in May!

She continued: “I create, implement, and analyse all on/offline marketing campaigns we run ensuring they all contribute to the overall marketing strategy, as well as heading up all of the social media channels. Basically, if it’s anything brand/marketing related, I’m normally leading the way.”

Zoe knew what she wanted to do from a relatively young age, other than cooking and eating that is.

“I decided I wanted to do marketing while working at MFI at the tender age of 16. I actually combed the yellow pages – yes, the yellow pages – for marketing agencies/consultancies in my local area.”

She went on to study for a degree in advertising, brand, and marketing management at Manchester Metropolitan University and was eventually headhunted by RealtimeUK. Now she spends her time with partner Debbie, step-son Cai, and dog Buddy, doing what she does best: cooking, eating, and hosting dinner parties.

 

Flora – art at work

“I am a concept artist and matte painter,” says Flora. Artistic talent seems to flow through Flora, who paints on the job and off the job: “as a concept artist, my work is used to give a visual direction to the CG artists who will create the final image, or to communicate with the client when the company is pitching ideas.”

Flora is originally from France, where she studied architecture before moving onto special effects. In 2017, after graduation, she found herself at the RealtimeUK Academy, which ended with the company offering her a job!

“At weekends I actually do quite the same thing as I do during the week at work: I paint! But this time I work on personal projects,” she continues. “I am very passionate about it. What I learn at work I use in my personal stuff, and vice versa.”

“I also watch movies and play video games with friends – I guess I’m kind of a nerd!” Who isn’t, Flora? Who isn’t?

 

Heather – the glue that holds us together

“As Office manager, my role is really varied. From doing account management, billing our clients, sorting out pensions, and staff appraisals, to arranging travel and accommodation for events.”

That’s Heather’s role in the company. Juggling multiple responsibilities, it’s a job where no two days are the same. And in Zoe’s words: “Heather is basically the glue; she sticks us all together!”

Heather has been with the company for over 15 years! In her previous job, she worked for Hilton Hotels as an events manager.

For Heather, a simple life is the best life: “I don’t really have time for hobbies; I’ve got 15-year-old twin daughters who take up most of my spare time!”

“We do try and get out on a Sunday afternoon to the park with our two dogs, just spending family time together on weekends is the best.”

 

Bhavini – production mastermind

For production manager Bhavini, her job is making sure everyone else knows their job. But she has her daily schedule locked down.

“My work day usually starts with catching up with my emails and Skype messages. I have the habit of flagging my emails so I know what needs action on that particular day. Next, I update the tracker of every project I am working on. There are meetings and calls scheduled in between these. I mostly end the day by entering my hours on the Intranet for the day and logging out.

“And, there are always unanticipated elements that need immediate attention and solving.”

Bhavini has an artistic flair, like many RealtimeUK staff members. She has an MSc in new media informatics, with a specialisation in 3D. But while she started off working as an artist, she knew it wasn’t her passion. Something that was though was production.

“I am an Indian by birth but was born and raised in the UAE,” Bhavini is well-travelled, having lived and worked in not only India and the UAE, but also the US (where she completed her degree) and, obviously, the UK. It makes sense – after all, she did say she loves to travel!

 

Jane – the industry expert

“My role at RealtimeUK is as Head of Production; I manage the games and broadcast teams over both the Manchester and Westby Studios.”

Jane is a pro in the industry, with 15 years under her belt. She’s spent this time in the VFX industry and has worked her way up through the ranks to become Head of Production in the company. It’s a job she’s held since 2012.

It’s a role with a lot of responsibility, so how does Jane unwind? “Weekdays are generally pretty full-on, so I like to make the most of the weekends, socialising with friends in Manchester and watching films.”

“I also like blowing off the cobwebs on a long walk in the countryside which is just on our doorstep – as long as there’s a pub at the end!”

Jane also has a knack for artistry and likes to dabble in photography when she gets the chance.

 

What does the future hold?

It’s hard to believe it’s March already. Then again, it already feels like so much time has passed. But there’s still plenty of 2019 left.

“I hope to be flying across the globe with RealtimeUK and Stu [Bayley, art director] speaking at lots of industry events, sharing some amazing insights into how we do what we do,” says Zoe. “I’d also like to somehow fit in a baby and have the extension finished on the new house.”

For Flora, it’s about continual improvement: “I will do my best to keep learning and practising, in order to enhance my artistic skills. I am really curious about the newest software and methods we can use to create art; there are many things to discover in this area and it changes very fast.”

Jane echoes this sentiment: “I’d like to continue my own personal and professional development. Hopefully, this will have a positive effect on the people around me and end in a successful, fun year.”

“2019 is a big year for our family as the girls leave school and start at sixth form college,” Heather says. She has a lot on her plate personally it seems, and as far as she’s concerned, she just wants to be happy and healthy. “I also want to be able to encourage and support my daughters in this big transitional year.”

For Bhavini, being happy and healthy is on the agenda. Having recently purchased a house here in the UK, she’s starting to make it her home. In the future, she hopes to tackle any health issues, leaving her fit and fine once again.

 

What matters most…

For International Women’s Day, it’s important to remember and value the women who inspire us and continue to shape us. For many of the RealtimeUK staff, that person is their mum.

“There is no one else that inspires me more than my mum,” says Zoe. “Single parent of three, I mean, I could barely look after myself at 23, let alone three young kids. She’s been successful in so many jobs but her passion lies in fitness, so she bit the bullet and retrained as a PT.”

Jane felt similarly, saying, “My mum has always been the biggest inspiration – she gives great 1:1 motivational speeches exactly when you need them! She’s one of the most positive people you could meet and always puts other people first – it would be good to live up to her reputation at some point.”

Heather had a different approach: “All working mums inspire me. It’s a hard job to juggle a career and a family, and I often think women are penalised for this instead of being celebrated.”

Flora finds inspiration in her artistic peers. “This one comes from the same school as me, and it makes me very happy to see where she is now and how great her pictures are.”

Bhavini has a long list of inspirational women: “Kiran Bedi, Sushma Swaraj, and Nirmala Sitharaman to name a few.”

She also points out that it isn’t just women that can leave an impact on you: “To be honest, I do not only have women in my list of who inspires me. There are many men who also inspire me. Narendra Modi, Ratan Tata, and Ajit Doval are just some of them.”

Jane rounded it off by saying, “I have great admiration for all women who are successful in business in any industry – there aren’t many of us in the VFX industry especially and it’s a tough place to be at the best of times. I’m hoping there will be more women who join us in the next few years.”

 

The years ahead

International Women’s Day may be on March 8th, but its message is intended to carry on through the year – and for years to come. The landscape is shifting, and it’s a sentiment held close by the women of RealtimeUK.

“[International Women’s Day is] a chance to celebrate the incredible women in the world,” says Heather. “But we shouldn’t need an International Women’s Day to do this; it should just happen naturally but unfortunately it doesn’t, so that’s the change I’d like to see happen.”

Flora couldn’t agree more: “I wish that it was widely acknowledged that gender does not define who we are and what we are capable of. I think that achieving gender equality in all matters is one of the most important issues we have to deal with now. International Women’s Day is a great opportunity to raise awareness about it.”

For Jane, this day is a chance to reflect on all the amazing, strong women who strive every day to make their lives better – juggling home life and careers. “I’d like to see continued equality in the workplace, but also appreciate the differences between men and woman. Surely we just need to bring out the best in each other?”

Bhavini admits that International Women’s Day isn’t something she’s ever acknowledged, but you don’t need a specific day to do that. “Women in all their avatars should be respected on a daily basis: as a mother, wife, daughter, sister, friend, cousin, aunt, grandmother, colleague, whoever they are.

“There is a list of changes I would like to see in the world and in myself, and I hope they are for good. Change, after all, is the only constant in the universe.”

“For me, the meaning of International Women’s Day has changed a lot in the wake of the #MeToo movement,” says Zoe. “What became so clear with #MeToo is how far away we still are from gender equality; from sexual harassment and abuse of power.

“International Women’s Day is an opportunity to honour the women who have been at the forefront of fighting against gender inequality.

“It is a day to reflect on the work that still remains. It is a day to remind us to look beyond our borders, our bodies and race, and to think about how we can make future progress daily.”

 

RealtimeUK supports this progress and is proud of the work done by Zoe, Flora, Heather, Jane, and all of our female staff. If you would like to discuss working with us in the future, please contact Zoe on [email protected].

Why community is the life-blood of the video game industry

Today, the video game community is vast and encompasses people from all walks of life. The hobby has never been more popular. What this creates is niches within one larger community. In an industry growing more reliant on games as a service (GAAS), with a model of continuing content, fostering a community has never been more important.

Without a player base, games seeking longevity are doomed to die – see 2017’s Lawbreakers which was shut down after just a year. Many developers appreciate what a healthy, core audience can do for a game. But how do they go about making sure that same audience wants to stay?

 

And they say there’s no such thing as a free lunch

DLC has been bountiful since the PS3 and Xbox 360 generation. And depending on how loose your definition is, expansion packs of yore fit a similar bill. But, with the rise of GAAS, releasing paid DLC after paid DLC is sure to turn audiences away, especially if they’ve already paid upwards of £50 for the privilege of playing the game in the first place. Add to this all the deluxe editions, pre-order incentives, and season passes and suddenly the entry point for a game is above £100. And that’s before any microtransactions!

There are still new examples every year; they introduce an aspect – say, an in-game economy – which is rebalanced after launch, thus locking in positive reviews and purchases before pulling the rug from under everybody.

It’s why those whose communities continue to thrive choose to release new content for free. In something like Blizzard’s Overwatch, it comes in the form of new skins and maps. Epic Games’ Fortnite has a season system that keeps introducing new elements. They even have unfolding mysteries and references to their own internal lore. While on a business level it’s used to keep players in the ecosystem, it also makes them feel valued. They would even see such a company as one who puts players first, money second. Warframe has a dedicated following and manages to be one of the top ten most played games on Steam. They adopted a fair cosmetic microtransaction system that eschews loot boxes and randomness.

That’s not to say the DLC model is dead – it’s still incredibly profitable. Some mix the two styles together; take Destiny 2, which added the ‘Forsaken’ expansion, yet made some a lot of its prominent features available to those who didn’t purchase the DLC. There’s another critical aspect of fostering community in that last example – open communication. By opening up and providing regular updates, sometimes done in video form à la Civilization VI right now, you make audiences feel involved in the process. Almost as if you’re letting them see something they shouldn’t.

 

A wink and a nod

Appreciation for the community extends to game trailers too. For long-lasting series or entries, including in-jokes and references is always a sure hit. The Hitman fandom loves one of Agent 47’s signature weapons more than the rest – the rubber duck. It’s made its way into trailers for the game, even though they are serious affairs, and one was included in the Collector’s Edition.

It’s effectively a meme among the community, one that IO Interactive is more than happy to fuel. It makes the trailer feel like it’s for them and they can unite behind this one joke only they understand. The same can be said for StarCraft II – Blizzard snuck in a blink-and-you’ll-miss-it gnome decoration hanging in a ship’s window. Pointless addition? Not if you ask the community. One reddit thread had over 100 comments about it.

An impressive example is last year’s trailer for EVE Online, which was made to celebrate its 15th anniversary. Community was the imperative word – especially in a game that has a relatively small community by AAA standards. The entire trailer is a thank you to all their players, their loyalty, and everything they have accomplished over the years. Special moments, of galactic battles and interstellar intrigue, created solely by the players, are now a part of the game’s lore and environment. The trailer culminates in a spectacle of fan-submitted clips and real-life videos. It’s true appreciation for the people they know built this game. It wasn’t the developers who did it; it was the fans.

And that’s what fostering a community is about: appreciation. Developers and players share a symbiotic relationship, where one cannot exist without the other. With derision thrown at developers in the past who chose to squeeze money out of their players, many have wised up and recognised what lets them thrive. It’s the community.

RealtimeUK understands the importance of community and can bring that to life in your cinematic trailers. Get in touch with me today at [email protected] to discuss your next

Pocket Gamer Connects 2019

Pocket Gamer Connects London has grown substantially in just a few short years.  Now in its fifth year, I last attended in 2017 and its easy to see not just how much the event has grown in the last two years, but in how much has changed. 2017 saw an abundance of VR, with most of the first floor awash with indies pitching their latest VR offerings and investors seemingly falling over themselves to find the ‘next big thing’. Two years on, and it wasn’t until halfway through my second day that I saw my first VR headset – a clear indication of the games industry’s love affair with VR is waning.  Not that it will disappear anytime soon – VR remains exciting territory and something for which there remains huge demand from REALTIME’s Automotive division. It will no doubt find its niche in many other industries, whether it be the car configurators REALTIME’s Automotive team create, or any other number of useful applications within other sectors. All of whom will benefit from the new ground that was broken by the innovation of the games industry who first adopted the technology as its own.

Instead, replacing VR at this year’s event was Blockchain gaming – something so prevalent it even justified its own co-headline conference alongside the main event. ‘Blockchain’ is this year’s latest trend in gaming and it was everywhere – not surprising given its potential to revolutionise the way in which games will work in the future. Based on the same technology as cryptocurrency and bitcoin, blockchain gaming has the potential to increase security and instil greater confidence amongst players when making in-game purchases. Whereas items that are ordinarily bought in a traditional game are stored on the developer’s server, and therefore technically owned by them, blockchain decentralizes this, offering direct ownership and a permanent record of all transactions ever made. It offers the potential to create unique experiences and rewards in games that can be traded on a direct peer-to-peer basis.

So it’s no surprise that the Games Industry should grab the opportunity to seize this exciting technology as its own. Like VR, UE4 and the countless innovations that precede these, the games industry has a rich heritage in pioneering new technologies, developing them as their own before their potential is unleashed in other sectors. A good example of this is the continuing advancement of UE4 which continues to find new applications outside of games. Obviously, it continues to be used within games to create cinematics such as those we’ve created for ‘Sea of Thieves’ and ‘Dakar’, but is also used to great effect by our own Automotive team and even applications in TV & Film – something that will no doubt help REALTIME as it continues its future success in this area (Watch this Space!).

In summary, Pocket Gamer not only provided a great opportunity to meet up with old friends and new, it proved to be an opportunity to reflect on how far the Games Industry has come and how it continues to push into new territory that will shape the world of the future.

I look forward to seeing where it will take us next.

Standing out from the crowd

CG Trailers

Despite their huge impact, video games are a medium that have long fought to be considered art. In the eyes of the masses, they have previously been labelled as childish, gauche, or a waste of time. But the industry has spent decades trying to shake away that derision, and today they generate billions in revenue from a global audience. The mobile market alone dwarfs Hollywood.

Games have grown up. All sophisticated in one way or another – whether they boast bleeding-edge graphics, a stellar narrative, or award-winning performances – they have matured as a form of media. And today, with CGI an easily accessible tool, cinematic trailers have become the de facto way to show what you are all about. Nowhere is this more necessary than in the realm of mobile gaming.

 

Mobile dominance

The dominating presence mobile gaming has in the overall gaming market is undeniable. Almost half of UK smartphone owners use them to play games. But it is a saturated market that only grows more competitive by the day. Free-to-play, freemium, or in-app purchase models remain popular as they are a commitment-free way to get eyes on your game.

It’s not uncommon to see apps advertised within other apps, creating a web of interconnectivity. But the quality, or lack thereof, shines through. Slap-dash constructions designed to eat up 30 seconds and convey the point of their game in the blandest way possible. There are better ways of getting the attention of your audience, surely?

 

One in a million

CG trailers are commonplace at any video game convention, such as E3. They are a representation of what the game is or will be. Not in any literal sense, but in an emotive one. In a marketing sense, they bridge that gap between developer and consumer. What makes a CGI trailer stand out is the story it tells. In the case of this Smite trailer, it takes the concepts present in the game and weaves them into a story of tooth-and-nail scrapping in the battleground of the Gods.

Or take Subnautica, an aesthetically-stunning open world game set in the aquamarine seas of some distant planet. The fan favourite game has been making waves on Steam since the release of its cinematic trailer that gained over 4.5 million views within two weeks of its release.

But do they work for mobile games? They do if you want to stand out. There are 800,000 games on the App Store, many carbon copies of one popular format or another. The key is what you do with your cinematic trailer.

 

Saying something

What matters most is the story you tell. It doesn’t mean it has to be emotion-laden like the seminal Gears of War trailer. The story it tells needs to be a reflection of the game itself, its creators, and the audience. Shooting games usually have trailers filled with bombast and explosions. Puzzle games tease you with a quiet, enigmatic vibe. They are selling an image – as well as selling the game. What does it aspire to be? What does it want you to aspire to be?

There’s no reason this same logic can’t be applied to mobile games. Despite being one of the biggest names in the market, Clash of Clans still sees the benefit of creating CG trailers. They inject their humour and take advantage of the cartoonish art style to craft a narrative that engages the audience. As of writing, this trailer is one day old. It has almost a million views.

What you need is a vision. You needed one when you made the game, and you need one now. You can always leave it to the professionals, those with the experience at crafting trailers that evoke powerful emotions within the target audience. They have the knowledge to plan a trailer from beginning to end, always staying respectful of your end product. In this cramped market, they might be the edge you need.

REALTIME is one such company, creating trailers for the likes of SubNautica, War Robots and Zombie Gunship. Our staff are visionaries who can create a stand-out trailer worthy of hitting the E3 stage. If you would like to discuss your upcoming project, please contact me at [email protected].