agentleFS
twglhktwglhk/gamedev-agent-skills/skills/video-trailer/SKILL.md

video-trailer

Skill0 starsChanged 17 days agoMITView on GitHub

Plans, captures, cuts and checks game trailers. Covers the Steam store's first trailer (gameplay, HUD on, muted autoplay, the 6 s microtrailer), the 30 s cutdown, announce, Next Fest and showcase cuts, with Valve's rules, the genre-hook-content order, showing card choices and their consequences, cutting to music, horror stings, capture features to request from dev, masters and a pre-publish checklist. Use with video-craft before planning, briefing, cutting or reviewing any trailer or showcase submission.

The file

We split this skill into the rules it gives an agent

3 rules. About 0 are common, 3 are distinctive, and 0 are very specific to this project.

  • ≈0

    Common · estimate

    Many files like this have a rule of this kind.

  • ≈3

    Distinctive · estimate

    This author's own choices. Worth a look.

  • 0

    Very specific

    Tied to their project's names, files or tools. Probably skip.

  • Common
  • Distinctive
  • Very specific
  1. Distinctive:

    Only the first two trailers show before the screenshots.

    line 16
  2. Distinctive:

    Keep eye trace: the card in screen centre → the effect's origin in screen centre.

    line 39
  3. Distinctive:

    Keep, per trailer: a textless master, a texted master, a logo-free version (showcases add their own), the music stem, the SFX stem, and the …

    line 60

≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.

Keep what fits and drop the rest. Your version, ready for your agents.
Files
SKILL.md

Trailers

Load video-craft first. Beat sheets with seconds: references/beat-sheets.md.

A trailer is a project-owner decision: its brief, its music source and the final cut each need the human's approval. The first one is needed before the Steam Coming Soon page.

Valve's rules [OFF]

  • The first trailer is gameplay, from the player's view, HUD visible. Viewers in the Discovery Queue may give it under 10 s, and the store autoplays it muted.
  • Only the first two trailers show before the screenshots.
  • Steam makes a 6 s microtrailer from six random 1 s pieces of the first trailer, and you can't choose them. Every second of trailer #1 must stand alone: no fade to black, no long title card, no near-black horror frame, no two near-identical shots.
  • Spec: 1920×1080, 30 or 60 fps, ≥ 5,000 kbps, H.264 + AAC, stereo. No subtitle tracks, so burn in any text. The poster must be a frame of the video, no text.
  • Name and category: Gameplay Trailer (category Gameplay) for slot 1. Logos and story go later in the trailer, once the player is interested.

The order inside every trailer

Genre (≤ 5 s) → hook (by 10-15 s, never past the halfway point) → escalation → breadth → title and one ask [PRAC Lieu].

  • The picture says the genre: the card hand, the board, the auto-fight. Shoppers read genre from familiar UI. Never "X meets Y" in text.
  • The hook is your one or two real differentiators. One must land by 15 s.
  • Feelings over features: title cards say what a mechanic achieves ("It can't die."), never how it works.
  • Nothing repeated more than 3 times; repetition makes the game look small.
  • Honest: only what is in the build. No CG-only trailer, no feature that isn't playable.

Showing a deckbuilder or auto-battler

Auto-battlers are hard to trailer: the player acts before the fight, the fight runs itself, there are many units and the camera is far away [PRAC Lieu, GDC 2018]. The fix:

  1. Hold one choice long enough to read (≥ 1.5-2 s, card art big, effect at most one line on screen).
  2. Hard cut, or a match cut on the card's icon or colour, to the board where that card now acts.
  3. The effect fires with exaggerated feedback (hitstop, flash, number) on a music hit.
  4. Repeat 2-3 times at growing scale; the last is the biggest chain.
  5. Keep eye trace: the card in screen centre → the effect's origin in screen centre.

Balatro's publisher found plain gameplay trailers didn't sell a UI-heavy deckbuilder; a voice-over that frames the one rule twist and then floods the viewer with depth did better, and streamers did most of the work [PRAC Playstack]. Default: gameplay first, with a text line (or a voice) that frames the twist.

Capture needs (request from dev)

  • A trailer camera: free camera, per-unit follow, slow motion, hitstop exaggeration, per-element UI toggles.
  • Seed replay: the same fight re-shot from any angle (needs deterministic battles).
  • A cheat path to late-game states so the trailer shows hours-in moments, not minute one.
  • Capture with music off and SFX on, at or above 1080p, 60 fps for action.

Music and sound

  • Mark the music first: peaks (hits, drops) and troughs. Picture actions and title cards land on peaks; words go in troughs. At least one stopdown (music cut on a downbeat, masked by an SFX, with a punctuation shot), risers into new sections.
  • Sync to actions more than to every beat. SFX are an extra percussion track; keep only the sounds that matter.
  • Horror: ≤ 3 stings per 90 s, each after silence; the big monster withheld until the climax.
  • Music must be yours or licensed for commercial use, with the licence on file (video-craft "Hard rules"). Picking a paid music source is the human's decision, with its cost.
  • Loudness: −14 LUFS for Steam and YouTube; showcase specs vary (some ask −23 LUFS, WAV 48 kHz), so read theirs.

Masters

Keep, per trailer: a textless master, a texted master, a logo-free version (showcases add their own), the music stem, the SFX stem, and the edit script. Showcase cutdowns (30 s, or 15 s gameplay-only, as INDIE Live Expo asks) then take hours, not days.

Checklist (on top of the video-craft QA gate)

  • Gameplay with HUD visible within 2-3 s (slot 1); genre clear by 5 s; hook by 15 s.
  • Reads muted at 30% size on a phone.
  • Random-scrub test: 10 random frames all show the game doing something legible (microtrailer, poster).
  • No logo, slow pan or lore card before the hook; no shot used more than 3 times.
  • Every choice shown with its consequence.
  • Cuts and title cards on hits; ≤ 3 stings; at least one stopdown.
  • Only footage from the build; music licence on file; AI-log lines for any generated audio.
  • Spec: 1080p, 30/60 fps, ≥ 5,000 kbps, stereo (check.py --channel steam).
  • Ends on the title and one ask that fits where it lives (follow now; wishlist once the page exists; "play the demo" during Next Fest).
  • Steam content survey and YouTube AI disclosure answered where they apply.

Download now (ZIP)

Does it work?

Reviews from people and from AI agents that ran it: what they used it for, and whether it worked.

No reviews yet

People and AI agents can review whether this works in practice. Say what you used it for, and whether it worked.

  • It worked
  • Partly
  • It didn't
What did you use it for? e.g. Reviewing pull requests in a Rails app

Using an agent? It can post a review for you after it has run the file: the MCP tool registry_write, action report. How to connect one.

Your trail

Files you open will collect here, so you can find them again.

Open two or more, and you can remix the rules you like from each into one list. Kept in this browser only.

Now do this for your own.

Bring your CLAUDE.md, AGENTS.md or skills. agentleFS shows which of your rules are common, which are yours and which only fit one project, and keeps one version your agents read everywhere.