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The store page wants a trailer.
There is nothing to record yet.

This makes the announcement teaser, not the launch trailer. You describe the game and pick the era it looks like, and 45 seconds come back built entirely out of your art direction.

A lone hooded figure with a lantern at the edge of a broken bridge, facing a painted valley of gothic spires under a bruised sky.
You bring
The game, in words
You get
45 seconds, three beats
Runs
45 seconds, one render

This is for you if

You are months from a build worth recording, the store page is up or nearly up, and the trailer slot is the empty thing on it that makes the whole page look unfinished.

What it will not do

There is no screen recording here, and no way to bring captured video in, so this cannot make a launch trailer. A launch trailer is expected to show the game being played; every frame here is drawn from your description and the look you chose. That makes it right for an announcement or a wishlist teaser and wrong the moment the store page has to prove the game plays well. When you have a build worth recording, cut that one somewhere else.

The trade

You bring one thing.
You get the rest.

You bring

The game, in words

Pick From a topic or brief in the video chooser and write the premise the way you would pitch it: the genre, the mood, the one image you keep coming back to. Nothing is scraped and nothing is read off your machine. If your devlog or itch page already says it better, From a URL reads that instead.

You get

45 seconds, three beats

Promise, glimpse, date. Hard cuts, one title card per beat, blackouts between them, and a score that stays out of the way. It renders a 16:9 master, which is the shape a store page wants, plus a vertical cut for wherever else you are announcing.

Frames
A teaser frame in NES-era 8-bit pixel art: a small armoured figure on a cliff ledge against a huge rising moon, with hard dithering bands in the sky.A teaser frame in cozy modern pixel art: a lit timber farmhouse at dusk behind tilled vegetable rows, fireflies over the fence.A teaser frame as a 1930s rubber hose cartoon cel: a round-eyed creature in white gloves mid-leap over a warped cobblestone road, on aged sepia film.
How it goes

5 steps,
and you can stop
at any of them.

Nothing renders until you have read the script and looked at the shots. If it is going wrong you find out before you have paid for it.

  1. 01

    Describe the game

    A few sentences on the premise, the feeling and the hook. This is the whole source. You are not being asked to have a script, a shot list or a build.

  2. 02

    Choose the era it looks like

    Game Aesthetics is 75 looks and 49 of them are retro or indie: NES 8-bit, SNES 16-bit, Game Boy four-colour, PS1 low-poly, cozy pixel, gothic ink and wash, 1930s rubber hose. Pick the one your game already is rather than the one that looks most expensive.

  3. 03

    Cast whoever is in it

    Describe your protagonist once, or hand it a few reference images, and it keeps the same face across all three beats. A teaser that shows two different characters reads as two different games.

  4. 04

    Approve each stage before it costs anything

    Scenes, then stills, then clips, each behind its own gate. If the glimpse beat came back generic you send that beat back with a note on what to change instead of re-rendering the teaser.

  5. 05

    Render and put it on the page

    A 16:9 master and a vertical cut. The score is composed for this teaser rather than picked off a library, and it is instrumental, which is what you want under title cards and blackouts.

What it costs
PlanCreator

Creator is the tier that renders 1080p with no watermark, which matters more here than usual: a store page trailer carrying another product's mark is doing marketing for the wrong company.

See what that is →
Questions

The ones
people ask.

  1. 01

    Can this make my launch trailer?

    No, and it is worth being blunt rather than letting you find out at the end. A launch trailer shows gameplay. There is no screen recording in here and no create path that takes captured video, so this is only ever the teaser you cut before there is anything to record.

  2. 02

    I have no gameplay at all yet. Is that a problem?

    That is the case this exists for. Everything comes from the premise you type and the look you pick, so a teaser is possible on the day you have a name and an art direction and nothing else. That day is usually the day the store page goes up.

  3. 03

    Will it look like my actual game?

    It will look like the era you chose and the character you cast, held consistently across all three beats. It will not be your build. The closer your real art direction sits to a look in the catalogue, the more honest the teaser is, which is a good argument for picking the look your game already is.

  4. 04

    Can I get my title and release date on screen?

    The format ships a title card on each beat and the third is a date card, so a wordmark line and a coming-soon date land as typed text. Captions and text overlays have style presets. A logo image is a different thing: that is the custom watermark on Studio, not a title card.

  5. 05

    Is it risky to build a teaser in the style of a well-known game?

    A look describes an era and a rendering technique, not somebody else's game, and what the teaser is about is your premise, your character and your title. Whether you then name another studio's game in your own marketing is a separate decision and it is yours to make.

  6. 06

    Which format should I pick?

    Trailer / Sizzle at 45 seconds. Promise, glimpse, date, with blackouts between them. It is the only trailer format in the catalogue and it is the only one built to withhold rather than explain, which is exactly what a teaser has to do.

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