Video production for games companies
A game trailer is shot inside software that is still being written. The build you capture on Monday is not the build that ships.
What this is about
Capture depends on a build, and builds move. Placeholder assets, missing effects and debug overlays sit in the same scene you need for the hero shot, so the capture plan has to name a build version and a freeze date the studio can actually hold. The announcement beat is external: a showcase or a store update sets the embargo, and material cannot appear before it, which also governs who may see the cut. Platform holders add requirements for store assets — what a trailer must display, which rating marks belong on it, which claims are allowed. Spoiler control cuts across all of it, because narrative teams decide what the world may know at this point in the campaign.
Sector routine beats general experience: knowing the field's approval paths and constraints produces more realistic plans than more shoot days without that context.
What runs differently here
In planning terms, that means:
- Every capture session is tied to a named build: a hotfix between sessions changes lighting, UI or animation and breaks continuity across shots you already have
- Debug overlays, placeholder textures and unfinished effects have to be listed per scene before capture, because removing them in post is rarely possible
- Showcase and store embargoes decide when material may be shown and to whom — review links included, which changes how approval rounds are run
- Platform requirements for store trailers cover rating marks, legal lines and what must appear on screen, and a rejected asset delays a launch page
- Narrative teams gate spoilers per beat, so a level that is playable internally may still be unshowable in this campaign phase
What the plan has to deliver
A production plan is useful to this role when it provides the following:
- A named build version with a freeze window, agreed with the engineering lead before capture days are booked
- A capture spec per scene: resolution, frame rate, camera mode, HUD state and which effects must be final
- An embargo map showing which cut may be seen by whom, and which delivery goes to which platform
Common pitfalls
What most often goes wrong in practice:
- Capturing across two builds and cutting shots that no longer match in lighting or interface
- Promising a cinematic moment from a level the narrative team has not cleared for this beat
- Discovering platform asset requirements after the trailer is graded and mastered
With TillyGen
TillyGen turns the trailer briefing into a scene list with build version, capture spec and embargo status attached, so a hotfix or a moved showcase shows immediately which shots have to be recaptured.
Change one constraint and the consequences travel through the whole plan: affected shots are flagged, the call sheet is regenerated, and nobody keeps working from yesterday's version.
Frequently asked
Can we capture while the game is still in development?
That is the normal case, but pin the build. Agree a version and a freeze window with engineering, capture everything for one sequence inside it, and log the build number against every clip so mismatches are traceable.
How do we mix live action and in-engine footage?
Decide the ratio in pre-production, because both halves need the same reference: camera height, lens character and lighting direction. Brief the engine shots from the same shot list as the live-action day.
What controls when the trailer can be shown?
The announcement beat — a showcase slot, a store update or a press embargo. It also limits who may view review links, so plan approvals with named people and a secure review path rather than open sharing.
How long does it take to get started with TillyGen?
A first project takes under an hour to set up. There is no configuration phase in which templates and fields have to be defined before the tool produces anything.
Can the results be exported?
Yes — as PDF for the crew, CSV for downstream systems and through the API for anything automated. The plan stays the source; the exports are views of it.