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Posts by Santo Cocchiara

Eclipse Breaker – Gameplay & Story Reveal Trailer | Parry-Focused Action Roguelike
Eclipse Breaker – Gameplay & Story Reveal Trailer | Parry-Focused Action Roguelike YouTube video by Lunar Workshop

Here you can find my latest trailer work for Eclipse Breaker! I loved helping the devs on every part of the creative process for this one and I really like how it turned out in the end, go check it out!

8 months ago 0 0 0 0

Go check out my latest trailer made for NO LIFE! I had a lot of fun shooting and editing it ✌🏻

10 months ago 0 0 0 0

Likewise!

1 year ago 1 0 0 0

Yup that’s it! Good luck ✌🏻✌🏻

1 year ago 1 0 1 0

First of all thanks a lot!
I mostly used the free resources that Epic provides, the UE documentation and a lot of failed renders ahah.
There should be a free Virtual Cinematography course if I remember correctly!

1 year ago 1 0 1 0
The Italian Carnival goes around the world with Enotria: The Last Song
The Italian Carnival goes around the world with Enotria: The Last Song YouTube video by Enotria: The Last Song

Finally I've got the chance to start including also some UE5 sequencer work in use for the marketing content of Enotria: The Last Song.
I can't wait to fiddle (and learn) with it more in the future, as it's a really powerful and useful tool for a big variety of shots!

1 year ago 3 0 1 0

Last week I had the chance to talk about trailer making and teach the basics of editing to a class of game designers, it was a really fun experience that I hope to repeat in the near future. It's always thrilling for me to talk about these topics

1 year ago 1 0 0 0
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Last year was my first year going back to freelancing and I couldn't be happier of how it went:

- Had a trailer on Future Game Show and Gamescom
- Attended Summer Game Fest and Gamescom

Feel free to reach out if you need help with trailers and/or social media content for your upcoming title!

1 year ago 1 0 0 0

I've added a bunch of new people to my Game Trailer Makers Starter Pack so I'm resharing the link!

Please let me know if you're someone who edits, captures, directs, produces, or otherwise is involved in making game trailers and cinematics!

go.bsky.app/3dAX1qt

1 year ago 117 18 18 1
Preview
How to Make a Creative Brief For a Game Trailer — Derek Lieu Creative - Game Trailer Editor A creative brief helps a game trailer editor make a trailer which fits the communication and campaign goals by defining the most important parts of the game and the intent behind the trailer being mad...

Here’s my Game Trailer Creative Brief Template!

A well considered brief makes trailer editing SO much easier.

Even if you’re not hiring a trailer editor it’s great marketing exercise to lay out your game’s hooks and anchors.

1 year ago 94 27 3 2

Without watching the footage and/or the game it's kinda hard to be precise. If you want I'm available for a quick call or to continue this in DMs tho!

1 year ago 1 0 0 0

Hi! Your dm are closed, but my daily rate as an editor is 250 €, so it really depends on the scope of the project 😊

1 year ago 1 0 1 0
Game Analysis

When starting the creative process, my first step was an analytical inspection of the game deciding roughly the subjects of the trailers I was going to build, to see if the ideas I had would have been feasible within the given deadline.

The trailers are for the most part staged within the introductory part of the game, with its 2 main areas, the central game hub and the first 2 bosses. It contains enough dialogue lines to build a small story within the trailers, giving enough diversity to the viewer yet saving myself some time - as I didn’t have a dev build of the game and relied on UETools MOD to achieve my results.

The MOD gave me access to essential debug utilities (free camera movements, visibility toggle...). I key binded the crucial commands that I was mostly using and this greatly sped up my workflow.

Scouting

Finishing my inspection, I started the scouting phase taking notes on the easiest route to reach certain points of the map, which enemies I needed to avoid and which ones I needed to aggro on the character in order to create the perfect shot for each trailer - notes that were extremely helpful, as in soulslike starting a new game is needed in order to trigger some events.

As part of pre-production, I listened to the game music to immerse myself in the game, hoping to find the perfect track for each one of the trailers.

Game Analysis When starting the creative process, my first step was an analytical inspection of the game deciding roughly the subjects of the trailers I was going to build, to see if the ideas I had would have been feasible within the given deadline. The trailers are for the most part staged within the introductory part of the game, with its 2 main areas, the central game hub and the first 2 bosses. It contains enough dialogue lines to build a small story within the trailers, giving enough diversity to the viewer yet saving myself some time - as I didn’t have a dev build of the game and relied on UETools MOD to achieve my results. The MOD gave me access to essential debug utilities (free camera movements, visibility toggle...). I key binded the crucial commands that I was mostly using and this greatly sped up my workflow. Scouting Finishing my inspection, I started the scouting phase taking notes on the easiest route to reach certain points of the map, which enemies I needed to avoid and which ones I needed to aggro on the character in order to create the perfect shot for each trailer - notes that were extremely helpful, as in soulslike starting a new game is needed in order to trigger some events. As part of pre-production, I listened to the game music to immerse myself in the game, hoping to find the perfect track for each one of the trailers.

Thanks to the deep analysis and the scouting phase, I was capable of navigating Lies of P very quickly, which helped me to get shots as fast as possible without affecting the quality of the final product - as I mentioned before I made extensive use of UETools to achieve more creative freedom in the camera angles and framing of the shots. I also disabled the HUD and increased the volume of the dialogues and sound effects from the game options.

I divided the shooting phase in sections, tied with each zone, ending each time with the boss of the area. 
Following this order of actions:

Initial Cutscenes;
Environment shots;
Combat shots;
Ending Cutscenes.

I was able to cut time, as I didn’t need to make the enemies respawn or start a new run to trigger an event or a cutscene.

I recorded all the footage with Nvidia ShadowPlay at 2k resolution.

Finishing the shooting phase, I archived and labelled each shot so I could speed through the amount of clip that I recorded during the editing phase and avoid the extra step of looking throughout the footage in search of a certain shot.

Thanks to the deep analysis and the scouting phase, I was capable of navigating Lies of P very quickly, which helped me to get shots as fast as possible without affecting the quality of the final product - as I mentioned before I made extensive use of UETools to achieve more creative freedom in the camera angles and framing of the shots. I also disabled the HUD and increased the volume of the dialogues and sound effects from the game options. I divided the shooting phase in sections, tied with each zone, ending each time with the boss of the area. Following this order of actions: Initial Cutscenes; Environment shots; Combat shots; Ending Cutscenes. I was able to cut time, as I didn’t need to make the enemies respawn or start a new run to trigger an event or a cutscene. I recorded all the footage with Nvidia ShadowPlay at 2k resolution. Finishing the shooting phase, I archived and labelled each shot so I could speed through the amount of clip that I recorded during the editing phase and avoid the extra step of looking throughout the footage in search of a certain shot.

After analysis, scouting and shooting, I had my three scripts readu and I moved to post production. 
I started with building the skeleton of the trailers by editing the music to help me dictate the pace of the video.

During the scouting process I started listening to Lies of P’s soundtrack, which resulted in finding beautiful tracks that I felt fitting what I wanted to portray with the trailers. I’ve also opted to cover different genres, in order to showcase 3 different paced styles of editing.

The songs chosen for the trailers are:

Trailer 01 - Lies of P BGM l Opening Credits
Trailer 02 - Feel
Trailer 03 - Fascination

Each song was edited and shortened seamlessly to the length that I needed,

For each trailer I made use of sound design, that helped a lot on enhancing the general mood and pace of every video that I produced.

Given the length of the final product I removed the traditional logo sequence - in this instance I felt the logos and the call to action shown on the endslate were sufficient - as I didn’t want to break the viewer immersion.

After analysis, scouting and shooting, I had my three scripts readu and I moved to post production. I started with building the skeleton of the trailers by editing the music to help me dictate the pace of the video. During the scouting process I started listening to Lies of P’s soundtrack, which resulted in finding beautiful tracks that I felt fitting what I wanted to portray with the trailers. I’ve also opted to cover different genres, in order to showcase 3 different paced styles of editing. The songs chosen for the trailers are: Trailer 01 - Lies of P BGM l Opening Credits Trailer 02 - Feel Trailer 03 - Fascination Each song was edited and shortened seamlessly to the length that I needed, For each trailer I made use of sound design, that helped a lot on enhancing the general mood and pace of every video that I produced. Given the length of the final product I removed the traditional logo sequence - in this instance I felt the logos and the call to action shown on the endslate were sufficient - as I didn’t want to break the viewer immersion.

Here you can find 3 spec trailers of Lies of P that I made some months ago.

youtu.be/EMGbcPS1Xkg - Trailer 01
youtu.be/6qIZ9dwqf44 - Trailer 02
youtu.be/dUrfxg3Vuls - Trailer 03

I decided to share them here along with a workflow explanation, that helped me to get from pre to post production!

1 year ago 4 0 1 0

10 games to get to know me (in no particular order)

1. Super Mario Sunshine
2. Final Fantasy 6
3. League of Legends
4. Yakuza 0
5. Persona 4
6. Super Smash Bros
7. Paper Mario: The Thousand Years Door
8. Animal Crossing Wild World
9. Fire Emblem: The Blazing Blade
10. Phoenix Wright : Ace Attorney

1 year ago 1 0 0 0
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They have magical vapes in Metaphor:ReFantazio

1 year ago 0 0 0 0

I'm sold

1 year ago 2 0 0 0
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Hi everyone! As Enotria: The Last Song came out, I officially got my first credits for a published game. After a whole year working with the team, I can't really put to words how finally being part of the game industry with a released game feels to me 🎆🎆🎆

1 year ago 0 0 0 0
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