{"id":264674,"date":"2025-09-29T20:15:15","date_gmt":"2025-09-29T20:15:15","guid":{"rendered":"https:\/\/www.europesays.com\/us\/264674\/"},"modified":"2025-09-29T20:15:15","modified_gmt":"2025-09-29T20:15:15","slug":"the-formula-for-great-vr-game-trailers","status":"publish","type":"post","link":"https:\/\/www.europesays.com\/us\/264674\/","title":{"rendered":"The Formula for Great VR Game Trailers"},"content":{"rendered":"<p>Our series Inside XR Design explores the best of immersive design.\u00a0Today we\u2019re talking about how to make an incredible VR trailer using just in-game footage. No mixed reality setups, no complicated compositing\u2014just smart planning and a proven playbook.\u00a0And keep reading, because at the end, I\u2019ll share a checklist of key technical considerations to make your trailer shine, and share a trailer that exemplifies everything we\u2019re about to talk about.<\/p>\n<blockquote class=\"td_quote_box td_box_center\">\n<p><strong>Editor\u2019s Note:\u00a0<\/strong>One of the games prominently featured in this episode, Hellsweeper VR, just passed its second anniversary! This has coincided with a huge <a href=\"https:\/\/store.steampowered.com\/app\/1341490\/Hellsweeper_VR\/\" target=\"_blank\" rel=\"noopener\">60% discount for the game on Steam<\/a>. In celebration of the game\u2019s release anniversary, we\u2019re bumping this episode back up to our front page to highlight the great example the game has set for engaging VR trailers.<\/p>\n<\/blockquote>\n<p>You can find the complete video below, or continue reading for an adapted text version.<\/p>\n<\/p>\n<p>First, a quick check to make sure we\u2019re on the same page about why trailers matter in the first place.<\/p>\n<p>Here\u2019s the thing: your game doesn\u2019t sell your game. Your trailer sells your game.<\/p>\n<p>You could make the greatest game in the world, but if you can\u2019t show people why they should try it in the first place, then lots of people will just never will. So I cannot stress this enough\u2026 you can\u2019t let the marketing of your game be an afterthought to your game development. It\u2019s part of your game development. If you spend years making a game but just a few weeks making the thing that attracts people to buy it, that\u2019s just not the optimal way to allocate your time.<\/p>\n<p>So, how do you craft a trailer that turns heads\u2014even without the <a href=\"https:\/\/www.roadtovr.com\/tougevr-mixed-reality-streaming-capture-secrets-masterclass\/\" target=\"_blank\" rel=\"noopener\">complexity of mixed reality capture<\/a>? Let\u2019s break it down in three easy lessons.<\/p>\n<p>The Hook<\/p>\n<p>The first and maybe even most important lesson we\u2019ll talk about today is: the hook. The hook is the thing that makes your game stand out. It\u2019s one very specific thing that people see and say \u201cI wanna to do that.\u201d<\/p>\n<p>It could be really cool combat, a unique art style, a creative gun, or a fun looking mechanic that other games don\u2019t have. It\u2019s your game\u2019s signature.<\/p>\n<p>Whatever the hook is, it should stand out as uniquely fun or interesting compared to other games in the same genre (and yes that means you should be actively playing\u00a0other games in the genre in which you\u2019re working). Without the hook, people won\u2019t see a clear reason to buy your game over another similar game.<\/p>\n<p>And here\u2019s something that\u2019s really important to understand: for your trailer to have a hook\u2026 your game needs to have a hook. If you don\u2019t already know right now what your game\u2019s hook is\u2026 figuring that out is step number one before you even think about making a trailer.<\/p>\n<p>Ok now let\u2019s look at an example to the hook in action. The first trailer we\u2019re going to look at is from a game called <a href=\"https:\/\/geni.us\/hellsweepervr\" target=\"_blank\" rel=\"noopener\">Hellsweeper VR (2023)<\/a> from developer <a href=\"https:\/\/www.mixedrealms.com\/\" target=\"_blank\" rel=\"noopener\">Mixed Realms<\/a>. Watch and see if you can tell me what the hook is:<\/p>\n<\/p>\n<p>Ok so what\u2019s the hook? If you said something like \u201cunique combat,\u201d you got it. Literally before any logos appear, we see 10 seconds of some genuinely unique-looking VR combat with the player using interesting weapons and powers and flying through the air.<\/p>\n<p>And the game\u2019s combat continues to be emphasized throughout the whole thing. They don\u2019t stop and bore us with lore or some abstract exposition, they just keep showing the hook. The trailer is saying \u201cthis is why you want to play our game.\u201d<\/p>\n<p>Show, Don\u2019t Tell<\/p>\n<p>And that brings us to our next point: show, don\u2019t tell. Great trailers don\u2019t tell you what\u2019s great about a game. They show you. And in VR, this is even more critical\u2014people need to see the fun to understand why they should put the headset on to check your game out in the first place.<\/p>\n<p><a href=\"https:\/\/store.steampowered.com\/app\/823500\/BONEWORKS\/\" target=\"_blank\" rel=\"noopener\">Boneworks (2019)<\/a> by developer <a href=\"https:\/\/www.stresslevelzero.com\/\" target=\"_blank\" rel=\"noopener\">Stress Level Zero<\/a> nails this concept by letting its gameplay speak for itself. Let\u2019s watch:<\/p>\n<\/p>\n<p>The way this trailer links together lots of these very unique moments that players can experience in the game creates a picture in our mind about what it will feel like to play the game.<\/p>\n<p>Story Structure<\/p>\n<p>And that brings us to our third lesson: tell a story.<\/p>\n<p>Now, importantly, when I say \u201ctell a story,\u201d I\u2019m not saying \u201cexplain your game\u2019s narrative.\u201d<\/p>\n<p>Your goal is to show viewers what they will do, and how they will feel when playing your game. So that\u2019s the story your trailer should tell.<\/p>\n<p>And while it might be tempting to just capture general gameplay footage and then figure out how to cut the clips together later, a better approach is to decide ahead of time what the most important things are that you want viewers to see.<\/p>\n<p>Not only should you decide exactly what moments you want to show, you should also arrange them in a narrative arc. Simply put, that means an introduction, rising action, and a climax to leave the audience with something memorable.<\/p>\n<p>That\u2019s exactly what developer <a href=\"https:\/\/www.respawn.com\/\" target=\"_blank\" rel=\"noopener\">Respawn Entertainment<\/a> did with this excellent trailer for <a href=\"https:\/\/geni.us\/MedalofHonorVR\" target=\"_blank\" rel=\"noopener\">Medal of Honor: Above and Beyond (2020)<\/a>. As we watch, notice how they carefully choreographed and then acted out intentional moments to create a cohesive story about how players will feel as they play the game.<\/p>\n<\/p>\n<p><a href=\"https:\/\/www.roadtovr.com\/inside-xr-design-make-great-vr-trailer-without-mixed-reality-capture\/2\/\" target=\"_blank\" rel=\"noopener\">Continue on Page 2: Technical Checklist &amp; Final Example\u00a0\u00bb<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"Our series Inside XR Design explores the best of immersive design.\u00a0Today we\u2019re talking about how to make an&hellip;\n","protected":false},"author":3,"featured_media":264675,"comment_status":"","ping_status":"","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[20],"tags":[158,67,132,68,729,730],"class_list":{"0":"post-264674","1":"post","2":"type-post","3":"status-publish","4":"format-standard","5":"has-post-thumbnail","7":"category-virtual-reality","8":"tag-technology","9":"tag-united-states","10":"tag-unitedstates","11":"tag-us","12":"tag-virtual-reality","13":"tag-vr"},"share_on_mastodon":{"url":"https:\/\/pubeurope.com\/@us\/115289425529092194","error":""},"_links":{"self":[{"href":"https:\/\/www.europesays.com\/us\/wp-json\/wp\/v2\/posts\/264674","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.europesays.com\/us\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.europesays.com\/us\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.europesays.com\/us\/wp-json\/wp\/v2\/users\/3"}],"replies":[{"embeddable":true,"href":"https:\/\/www.europesays.com\/us\/wp-json\/wp\/v2\/comments?post=264674"}],"version-history":[{"count":0,"href":"https:\/\/www.europesays.com\/us\/wp-json\/wp\/v2\/posts\/264674\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/www.europesays.com\/us\/wp-json\/wp\/v2\/media\/264675"}],"wp:attachment":[{"href":"https:\/\/www.europesays.com\/us\/wp-json\/wp\/v2\/media?parent=264674"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.europesays.com\/us\/wp-json\/wp\/v2\/categories?post=264674"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.europesays.com\/us\/wp-json\/wp\/v2\/tags?post=264674"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}