My game trailer was presented infront of audience, and I was given written feedback from 5 of my peers. I was pleasantly surprised when my trailer generated such a great response, being rated a 9 or even 10 out of 10 from some people. The trailer wasn’t without it’s criticisms, however.
In general, I felt my trailer received very positive feedback, and in a couple of the feedback forms, the “What are the Weaknesses?” section contained comments such as “I can’t think of any“, or “Does with even count for you?, I have no words for this“. From the 5 feedback reports I received, my trailer scored an average of 10/10. The comments I received directly after the presentation were better than I could have anticipated also; I received commands like “It builds suspense well and has a climatic ending“, and one person even said “It’s basically everything you want in a trailer” I don’t think it gets much better than that.
The feedback for the sound featured in my animation was positive, with no real criticisms on that part. The written feedback contained comments such as “Sound and music fit the visuals” and “Good use of music, incorporated well with animation“. The soundtrack really had to carry the trailer, and it was the 2nd biggest part of the entire production. I had created the sound mostly from scratch, taking inspiration from various different sources to create a piece that flowed nicely into each scene. It was nice to see that people appreciated all the work I put into it.
One of the criticisms I got however was related to the length of certain scenes- “Sometimes there was a bit of a pause between scenes” and “Graphics maybe go by too fast” Unfortunately this is something that was dictated by the length of that particular music during those parts, so in a sense, thats a criticism of the soundtrack. It’s something I also had a problem with, but I couldn’t really fix without chopping up or changing the soundtrack completely. It’s something that could have been amended, but due to time constraints I was unable to do so.
Personally, I would have done the sound and music after the animation had been completed, and then have the music controlled by the animation, and not the other way around.
The feedback for the animation was largely positive, and its the part I was personally most proud of. I received comments such as “Animation was fantastic over the live action” and “Professional looking graphics, the live action and animation go well together“. I felt that my unique style choice set my animation apart, and really gave it a unique feel.
The criticisms I did get were mostly over small details, two reported similarly- “Try to make the animations more smooth“, while one wrote “Uh… the character was small compared to the fish? The fish were big so the shark seemed less scary” In the end I feel these are simply nit-picks, and not really comments on the entirety of the animations. In response to the criticism over my jagged animations, it was once again a matter of time constraints and general lack of experience working with the program.
Given more time and perhaps previous experience with After Effects, these small issues could easily be ironed out.
The motion graphics were a relatively small portion of the animation, but none the less greatly contributed to the final result. I was told that my graphics looked professional and suited the style of the animation.
In conclusion, I couldn’t have asked for a better response. I filled me with absolute joy that everyone enjoyed the result of my hard work. Though there were faults, I felt that none were too stand-outish or detracted from the overall experience I wanted to create, and could have been fixed with relative ease, given more time.
The biggest criticism of the trailer myself is how long it is. It exceeds the given time limit by 24 seconds, something I tried to rectify but couldn’t without making the scenes go by too fast, splicing the music, or removing scenes entirely. I’ve been told that it’s an acceptable length, but I can’t help but feel I failed somewhat in that regard.