# Game Trailer Production

> Provider-independent production workflow for AI agents creating game trailers and promos, including announcement, gameplay, launch, DLC/update, store-page videos, social cutdowns, and generated/engine-capture hybrid trailers. Use when planning, scripting, capturing, generating, editing, localizing, reviewing, or QAing game marketing videos where gameplay truthfulness, platform/store constraints,…

- **Type:** Skill
- **Install:** `agentstack add skill-calesthio-generative-media-skills-game-trailer-production`
- **Verified:** Yes — security-reviewed for prompt injection and unsafe behavior
- **Seller:** [calesthio](https://agentstack.voostack.com/s/calesthio)
- **Installs:** 0
- **Category:** [Developer Tools](https://agentstack.voostack.com/c/developer-tools)
- **Latest version:** 0.1.0
- **License:** MIT
- **Upstream author:** [calesthio](https://github.com/calesthio)
- **Source:** https://github.com/calesthio/generative-media-skills/tree/main/skills/production/content-formats/game-trailer-production
- **Website:** https://github.com/calesthio/OpenMontage

## Install

```sh
agentstack add skill-calesthio-generative-media-skills-game-trailer-production
```

Requires the [AgentStack CLI](https://agentstack.voostack.com/docs/cli). Works with Claude Code, Cursor, and any MCP-compatible agent.

## About

# Game trailer production

Use this skill to make trailers that sell the game without misrepresenting it. Treat a trailer as both creative work and regulated marketing: it must show the game clearly, preserve gameplay truth, respect platform/store rules, and survive publisher, ratings, localization, accessibility, and legal review.

This is not legal advice. Escalate to the publisher, platform representative, ratings body, or counsel when the trailer includes claims, third-party IP, paid endorsements, user data, minors, rating-sensitive content, AI-generated realism, region-specific offers, platform-exclusive language, or anything not yet implemented in the game.

## First classify the deliverable

Ask for the intended primary deliverable before structure or capture planning. If the user gives only "make a trailer," propose a primary and optional cutdowns.

- Announcement teaser: reveal existence, fantasy, tone, world, premise. Useful before gameplay is final. Do not imply final gameplay systems unless they are real or clearly labeled.
- Gameplay trailer: show actual play, verbs, UI readability, systems, player agency, combat/puzzle/exploration loop, progression, stakes.
- Launch trailer: combine fantasy, proof, availability, platforms, edition/CTA, review quotes only if approved and allowed by the storefront.
- DLC/update/season trailer: show what is new, who it is for, ownership requirements, base-game dependency, release window, and region/platform availability.
- Store-page video: optimize for mute autoplay, first 5-10 seconds, accurate in-game expectation, platform specs, subtitles/captions, and thumbnail/poster frame.
- Social cutdown: one idea, one hook, no slow ramp, safe title/action area, captions burned or provided per platform, CTA adapted to the surface.
- Generated/engine-capture hybrid promo: use generated shots only where they do not replace gameplay proof or misrepresent playable content.

## Intake that must exist before production

Collect these facts in a production brief. If missing, ask or mark as "TBD, blocked for final export/review."

- Game identity: title, subtitle, genre, short positioning line, developer/publisher, rating status, platforms, store links, region/language targets.
- Build facts: build version/date, branch, platform captured from, target FPS/resolution, known visual bugs, debug overlays to avoid, final vs pre-release art status.
- Game truth: core loop, playable verbs, player character(s), camera perspective, UI/HUD mode, multiplayer/online status, monetization, accessibility features, performance targets that are already substantiated.
- Trailer goal: awareness, wishlists, conversion, launch, update adoption, press beat, festival showcase, platform store submission, paid ad, organic social.
- Audience: new players, existing community, genre fans, press/creators, platform featuring team, ratings-safe broad audience, parents, competitive players, cozy/casual players, etc.
- Asset inputs: engine capture availability, previous trailers, key art, logo lockup, music rights, SFX library, VO script/voice, localization glossary, approved screenshots, rating badges/descriptors, legal disclaimers.
- Constraints: max duration, aspect ratios, store/platform specs, forbidden content, spoilers, publisher brand rules, embargo dates, price/discount/edition wording, required mnemonics or end slates.
- Reviewers: game director, capture lead, marketing lead, platform/store owner, community, localization, accessibility, ratings/compliance, legal/counsel.

## Truthfulness rules

The trailer must create excitement from the real product, not from a hypothetical better product.

Maintain a "truth ledger" while planning and editing:

| Element | Required proof |
|---|---|
| Gameplay shot | Build, level, mode, platform, capture date, whether HUD/camera/speed was modified |
| Feature claim | Evidence owner, implementation status, supported platforms/regions, conditions or limitations |
| Performance claim | Hardware/platform, mode, resolution/FPS test evidence, whether target is final |
| Multiplayer/online claim | Player count, online/local, crossplay/cross-save status, subscription/platform dependencies |
| Content claim | Whether content is base game, DLC, preorder bonus, season/event, unlockable, or paid add-on |
| Review/award quote | Source, exact approved quote, date, usage rights, storefront rules allowing it |
| Generated shot | Prompt/model/tool, intended role, what it represents, why it cannot be mistaken for playable footage |

Use these labels when needed:

- "Gameplay captured in-engine" only when the shot is recorded from the engine/game runtime.
- "Pre-alpha / alpha / beta footage" when visuals or systems are not final.
- "Cinematic trailer" when a shot is non-playable or pre-rendered.
- "Not actual gameplay" or a clearer equivalent when a generated or cinematic shot could be mistaken for play.
- "Feature shown requires [DLC/base game/login/subscription/online]" when omission would mislead.

Avoid these trailer sins:

- showing cinematics, generated b-roll, debug free-camera, or replay camera as if they are direct gameplay;
- hiding the UI for a gameplay trailer when UI readability is central to user expectation;
- cutting so fast that the player cannot understand the genre or interaction loop;
- using unimplemented features, target renders, old prototypes, or dev cheats without labeling and approval;
- making comparative or superlative claims ("fastest," "most realistic," "first ever," "4K/120," "no pay-to-win") without substantiation;
- using "available now," prices, discounts, platform logos, ratings, or edition names before the responsible owner confirms them for each region.

## Capture planning

Write a capture plan before generating or editing. A strong plan makes the eventual trailer easier to prove.

1. Select capture pillars: 3-5 things the trailer must prove, such as traversal, tactical combat, cozy building, boss scale, social play, customization, exploration, horror tension, procedural replayability, or platform-specific controls.
2. Map each pillar to shots: opener, readable loop proof, escalation, hero moment, CTA.
3. Assign capture type:
   - direct player gameplay: highest truth value; use for core loop and store-page proof;
   - in-engine cinematic/camera path: useful for world scale and mood; label when not representative of play;
   - UI/HUD capture: required for systems, inventory, card mechanics, tactics, building, accessibility features, and anything where interaction matters;
   - engine replay/photo mode/debug camera: acceptable for beauty shots if not passed off as gameplay;
   - generated b-roll: only for abstract mood, transitions, lore, non-product metaphor, or clearly separated cinematic framing.
4. Define technical settings: platform, resolution, frame rate, HDR/SDR, audio split, UI language, control glyphs, no debug overlays, safe-area guides, capture codec, naming convention.
5. Create a shot log: shot ID, build, level, action, start/end time, capture operator, notes, approval status, and any manipulation.

Capture for edit, not for archives. For each beat, capture:

- 3-5 clean attempts with handles before/after the action;
- one wide/context shot, one readable medium shot, one hero close/detail;
- HUD-on and HUD-off variants when allowed;
- clean ambience/SFX passes when audio matters;
- failures/outtakes only if the final brand voice intentionally uses them.

## UI and HUD treatment

Do not assume "cinematic" means "hide the HUD." Decide based on the trailer type:

- Gameplay trailer: preserve enough HUD/UI to prove interaction, resources, targeting, cards, inventory, party, choices, build tools, dialogue, or objective state.
- Announcement/launch trailer: mix HUD-off beauty with selected HUD-on proof. Avoid making the game look like a different genre.
- Store-page video: prioritize actual in-game experience early. A mute/autoplay viewer should understand what the player does.
- Mobile/App Store-style preview: stay inside the app/game, show captured device/app experience, and disclose in-app purchases, subscriptions, login requirements, or paid features when shown.
- Social cutdown: enlarge or crop only if it does not create false UI expectations. Use callout graphics to explain small UI instead of zooming into unreadable clutter.

When changing HUD, speed, camera, FOV, color, enemy behavior, damage, recoil, cooldown, or difficulty for capture, record it. If the change affects player expectation, disclose or avoid the shot.

## Trailer structure and beat maps

Use structure as a starting point, not a formula. The best structure depends on audience awareness, genre, and where the trailer will autoplay.

### 60-90 second gameplay/launch trailer

- 0-3s: instantly recognizable hook, no logo-only cold open unless the IP is already famous.
- 3-12s: genre and player verb clarity; answer "what do I do?"
- 12-30s: core loop proof through readable gameplay, not only montage.
- 30-50s: escalation: systems, enemies, stakes, customization, co-op, narrative complication, or world variety.
- 50-70s: hero moments: boss, reveal, transformation, build payoff, emotional beat, multiplayer chaos, spectacular mechanic.
- 70-85s: release/platform/CTA, rating/disclaimer/edition requirements, wishlist or buy action.
- Optional final sting: one joke, reveal, threat, or community-friendly moment after the CTA, only if it does not obscure required metadata.

### 30 second store-page video

- 0-5s: gameplay image that communicates genre even muted.
- 5-15s: primary loop, with UI/HUD if it clarifies play.
- 15-24s: variety and depth: second biome, enemy, build type, character, puzzle, system combo.
- 24-30s: title, platform/store CTA, release status. Keep copy evergreen if store review cycles are long.

### 15 second social cutdown

- 0-2s: thumb-stopping mechanic or spectacle.
- 2-8s: one clear setup-to-payoff action.
- 8-12s: second proof or reaction beat.
- 12-15s: title and CTA. Avoid tiny logos and dense disclaimers; use caption copy that can be read on mobile.

### 6-10 second bumper

- one mechanic, one emotion, one CTA. Do not try to explain the whole game.

## Beat map artifact

Before editing, create a beat map. Example fields:

```text
Beat ID:
Time range:
Purpose:
Viewer question answered:
Shot IDs / asset IDs:
Audio moment:
On-screen copy:
Gameplay truth note:
CTA or metadata:
Review owner:
Risk:
```

Every beat should answer one viewer question: "What is it?", "What do I do?", "Why is it exciting?", "What is new?", "Can I play it with friends?", "When and where can I get it?"

## Music, SFX, VO, and title cards

Audio is often the emotional spine of the trailer. Plan it early.

- Music: choose licensed or generated music with documented rights. Confirm territory, platform, paid-ad, store-page, broadcast/event, and perpetual/term limits. Avoid temp tracks surviving into final.
- SFX: use real game SFX where possible for truth and brand identity. Add sweeteners only when they do not imply absent mechanics or impacts.
- VO: use VO when it clarifies premise, character, or CTA. Do not let VO explain what the edit fails to show. Confirm voice rights, union/contract restrictions, synthetic voice consent, and localization plan.
- Title cards: make them short, readable, and backed by footage. One claim per card. Avoid stacked adjectives with no proof.
- Captions/subtitles: provide accurate captions for speech and meaningful non-speech audio; do not rely solely on auto-captions for final deliverables.
- Mix: prioritize intelligibility over loudness. Check trailer on phone speakers, headphones, TV, and muted autoplay.

On-screen copy should be evergreen unless the campaign requires urgency. "Wishlist now" and "Coming 2027" age better than "This spring" when store review or localization may slip.

## Generated b-roll boundaries

Generated video/images can help with mood, lore, abstract transitions, concept art-style cards, and social hooks, but it is risky in game trailers because viewers expect footage to represent the playable product.

Use generated b-roll only when all are true:

- the shot is not used as proof of a playable feature, level, character, UI, item, enemy, platform performance, or final art;
- the shot is visually separated, labeled, or contextually obvious as cinematic/conceptual when it could be confused with gameplay;
- the publisher owns or has rights to all inputs and outputs required for marketing use;
- the generation does not imitate a living actor, recognizable creator, competitor IP, platform UI, rating logo, real person, or protected brand without permission;
- the shot has provenance metadata in the truth ledger.

Prefer engine capture over generated substitutes when the brief promises gameplay, store-page conversion, platform featuring, or release-date credibility.

## Claims, ratings, and legal escalation

Documented facts:

- FTC business guidance says advertising claims must be truthful, not deceptive or unfair, and evidence-based; objective claims need a reasonable basis before use. See sources dated 2026-07-11.
- FTC endorsement guidance says endorsements must be honest, not misleading, and material connections should be clearly disclosed when they would affect credibility.
- IARC provides a streamlined age rating system for digitally delivered games/apps and may be usable across participating storefronts; for non-participating storefronts or legally required regions, use that store or country process.
- Storefront and platform rules are volatile. Re-check them at production/export time.

Escalate for approval before final if the trailer includes:

- rating-sensitive material: gore, sexual content, substances, gambling, loot boxes, strong language, horror, user interaction, in-game purchases, or online communication;
- claims: review quotes, awards, "exclusive," "best," "first," "most," "4K," "120 FPS," "crossplay," "offline," "free," "no ads," "no microtransactions," accessibility claims, anti-cheat claims, AI claims;
- legal/rights: licensed music, celebrities, influencers, streamers, UGC, fan art, mods, screenshots from another game, platform glyphs, trademarks, real brands, real locations, privacy-sensitive capture, synthetic people/voices;
- monetization: preorder bonuses, editions, subscriptions, in-app purchases, platform entitlements, regional pricing, discount windows, refund implications;
- rating badges/descriptors or platform mnemonics/end slates.

Do not invent rating badges or descriptors. Use official rating artwork and wording supplied by the rating/platform owner.

## Accessibility and safety QA

Use accessibility as a production requirement, not a late compliance pass.

- Captions: provide synchronized captions for dialogue and meaningful sound cues. W3C WCAG 2.2 SC 1.2.2 says prerecorded synchronized media with audio should have captions; captions include dialogue, speaker identification, and meaningful non-speech audio.
- Caption readability: follow game-caption practices such as no more than two lines where possible, avoid long lines, use mixed case, readable sans-serif options, sufficient contrast/background, and keep captions away from important UI.
- Flashing risk: check rapid cuts, explosions, lightning, muzzle flashes, glitch effects, white frames, red flashes, and strobing UI. WCAG 2.2 SC 2.3.1 uses a "no more than three flashes in any one-second period or below threshold" rule; when in doubt, reduce flashes, lower intensity, shorten area, or run a flash-analysis tool.
- Motion sickness: avoid unnecessary camera shake, whip pans, high-frequency zooms, rolling shutter simulation, and fast oscillation in social cutdowns.
- Mute comprehension: ensure the first 5-10 seconds work without audio through visuals, captions, or title cards.
- Color/contrast: check captions, UI callouts, and CTA text against bright gameplay backgrounds.
- Localization: leave expansion room for longer translated text; av

…

## Source & license

This open-source skill is cataloged on AgentStack and links to its original source — we do not rehost the code.

- **Author:** [calesthio](https://github.com/calesthio)
- **Source:** [calesthio/generative-media-skills](https://github.com/calesthio/generative-media-skills)
- **License:** MIT
- **Homepage:** https://github.com/calesthio/OpenMontage

Install and usage instructions live in the source repository linked above.

## Pricing

- **Free** — Free

## Security capabilities

Automated source analysis of v0.1.0 — what this tool can access:

- **Network access:** no
- **Filesystem access:** no
- **Shell / process execution:** no
- **Environment & secrets:** no
- **Dynamic code execution:** no

*"Yes" means the capability is present in the source — more access means more to trust, not that it is unsafe.*


## Versions

- **0.1.0** — security scan: passed — Imported from the upstream source.

## Links

- Listing page: https://agentstack.voostack.com/l/skill-calesthio-generative-media-skills-game-trailer-production
- Seller: https://agentstack.voostack.com/s/calesthio
- Browse the marketplace: https://agentstack.voostack.com/browse

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Listed on AgentStack — the marketplace for AI agent skills and MCP servers. Every listing is security-reviewed. Creators keep 70%.
