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EVERSPACE

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purpose

This project aims to further prove myself as an editor in the video game space. After playing EVERSPACE and loving its well crafted space combat, I decided it would be the focus of my next project.

Below is my full spec trailer for EVERSPACE followed by my methodology. 

portfolio

FULL TRAILER

methodology

Planning

I had edited a ~45 second rendition of Jack Trammell's "Exiled" a while ago with the intent of finding a game that fit the mood of the song. I had recently been playing Everspace and found the two matched. Thus, I had a promising sub-1 minute outline.

Below are the core selling points for EVERSPACE:

Fast-paced Spaceship Combat

Roguelike Elements

Beautiful Spacescapes and Overall Graphics

Engaging Story 

I decided early on to leave the story out of this trailer as it is not deep enough to hint at without spoiling.

I wanted this trailer to be an eye catcher by highlighting the graphics and combat a player could expect to experience when playing the game. It was necessary to show some of the roguelike elements too as without it, EVERSPACE would seem to be a simple arena shooter.

With music on my timeline, I blocked out what I wanted to show and when using text graphics in Premiere Pro. From here, I wrote up a basic shot list and got to recording.

Filming

NVIDIA's Ansel doesn't work with EVERSPACE so I only had first and third person camera angles to work with. Not a huge problem as this will be the only camera view the player themselves have.

As much of the game is based on RNG (random number generation), I played the game more or less like usual but without a HUD. I would record for each sub-sector and attempt to create interesting battles and movement when the opportunities presented themselves. Dogfighting sequences were easy to come by which gave me a large variation of shots to work with.

The only shots that have me real issue were when I was trying to cleanly match shots of the gatling gun and missiles with the music (specifically at 0:09). Going HUD-less meant many more aiming errors and I was unable to tell if the enemy had low health. This resulted in many botched shots where the enemy did not die at the right moment.

Editing

Slotting shots into the timeline was easy with the blocking I had done before. This time around, I was much better at predicting how long each shot would take. This meant the final video almost exactly lines up with my blocking from the beginning.

Using UModel Export, I ripped the audio files from the game files with the intent of weaving the sound effects with the music more than I have in the past. This was mainly done with speed ramping certain shots. 

This trailer only took me a week from concept to final render (while balancing work). 

I am pleased with how it turned out. The fast pace of the trailer gives the viewer a good idea of what to expect from the gameplay and shows them just enough to warrant a purchase. I'd like to focus on getting "more" out of my trailer in the future. By this, I mean keep in mind multiple variations of the trailer as well as short form content to save time on capture and editing.

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