Last week, fresh up to speed and back to work, we mentioned going to Gamescom to present a first peek of Othercide to the press. This week I wanted to share a little bit about how we made Othercide trailer we used at Gamescom.
Othercide trailer : how we achieve to produce it?
In Othercide trailer we are trying to achieve two things, communicate hints and ideas about the world of the game, as well as showing that Othercide is a tactical turn-based game. In the end we want people to want to dream about both the unique world we have developed and the experience of playing the game! For the trailer we are relying on the characters and scenes produced for the game. We start off with a dark screen and a calm voice (of whom?), in order to pull the viewer into the mood of the world and the video. Then we come into a great set piece that a few members of the team have created, mostly Antoine and Jerome, one of our 3D modeler and our lead animator, have built up.
Othercide trailer : editing our trailer
By first focusing on the face of the woman, we try to build up more tension to prepare for the overall scene that gets revealed. This scene shows both how the characters in the game co-operate against monsters that look really dangerous, but also that these are not your regular monsters. As the face is broken up in the breaking mirror, we are giving a little glimpse about other threatening silhouettes. Here we want you to imagine what this actually means about the world in Othercide.
Finally we want to give you a chance to dream about what playing the game would be like! For that we are using snapshots from inside the game, trying to highlight the things that make it unique and interesting. We start by showing a quick zoom-in over the City, and then we see the battle-field. At first we want to show everyone that Othercide is a turn-based game, so we leave the user interface in place. We also know that the UI will still evolve so we don’t want to linger on this shot too long (plus UI is usually not the sexiest parts of a game).
One key thing we hint at is how the initiative sequence order system works (the bar in the bottom of the screen), where you see that the players planned action will force the enemy to delay until later. At the end we finish by showing the player some of the actions that he will be able to make. We selected them to show off these action shots and show how compelling the experience really is.
I hope the Othercide trailer got you both imagining the world of the game and what it would be like playing it! If you want to know more about Othercide, please check our first article. You can wishlist our game on the official Steam store page or join the official newsletter.