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Art consistency between gameplay and trailer

02-18-2012, 01:15 PM
#1
Joined: Nov 2011
Posts: 26
Art consistency between gameplay and trailer

Is it vital to maintain the art consistency between gameplay and trailer?
We had launch our game weeks ago and received some feedbacks about this issue.

Please comment with the followings. Cheers

Appstore Link: http://itunes.apple.com/us/app/last-bunny-best-rabbit-plaform/id462104048?mt=8
Youtube Trailer: http://www.youtube.com/watch?v=9z_Iy6LAVaw
02-18-2012, 03:15 PM
#2
Joined: Jun 2011
Location: Ireland
Posts: 60
It's vital for trailers, game play videos and advertising. Your trailer is misleading. It gives false representation of your game. Either create new one or write "Not Actual Game Footage" at the bottom of the screen in a readable font size.

02-18-2012, 03:44 PM
#3
Joined: Dec 2009
Location: Berlin, Germany
Posts: 1,674
Instead of riddling board members here you would be so nice and tell us what exactly the complaints where about?
02-18-2012, 11:10 PM
#4
Joined: Nov 2011
Posts: 26
Quote:
Originally Posted by mr.Ugly View Post
Instead of riddling board members here you would be so nice and tell us what exactly the complaints where about?
Sorry for fiddling if it does.

Some said "I'm confused though as to why the bunny in the trailer is not that same as in the gameplay screenshots?" and "Hmm, actually, I think the trailer should be consistent with the game art. I thought the animations were done with your live rabbit for a while. Then I looked again. Consistency is good."
02-18-2012, 11:37 PM
#5
You made significant changes to your game since the trailer, so you should really make a new trailer. You could keep the old one around as an example of the game in the earlier stage, for those who are interested. But, as a trailer, you need something fairly close to your final game.

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02-19-2012, 12:23 AM
#6
Joined: Dec 2009
Location: Berlin, Germany
Posts: 1,674
well if its the bunny then choose one and stick to it.. probably the cartoon one since the real one misses something rectangly while he jumps
02-19-2012, 03:20 AM
#7
Joined: Nov 2009
Location: Wellington
Posts: 873
Quote:
Originally Posted by ultrapped View Post
Is it vital to maintain the art consistency between gameplay and trailer?
We had launch our game weeks ago and received some feedbacks about this issue.
You are blatantly misrepresenting the graphics of your game in your trailer.

The live action cutaways to your rabbit would have been fine (and a fun addition), but when you show example gameplay graphics (especially surrounded by a phone graphic) you must show actual game footage if you don't want your customer misled.
02-19-2012, 03:27 AM
#8
Joined: Sep 2009
Location: Vancouver, Canada
Posts: 977
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Quote:
Originally Posted by PikPok View Post
You are blatantly misrepresenting the graphics of your game in your trailer.

The live action cutaways to your rabbit would have been fine (and a fun addition), but when you show example gameplay graphics (especially surrounded by a phone graphic) you must show actual game footage if you don't want your customer misled.
Agreed. From the trailer I assumed the game had integrated Real Rabbit Graphics™, which could have been very cool if done well.

The actual graphics were sort of a let down after that.
02-20-2012, 05:31 AM
#9
I think, your mistake here is that you used the real bunny in a gameplay footage.

If the trailer is a story on its own and doesn't pretend to be gameplay footage (like PC game high quality render intros), then it is ok to have different style and quality.

If your trailer pretends to be gameplay footage, but it is not, then you may have a problem