Writing a Literary Script for a Game Trailer
We develop literary scripts for game trailers — a text document that forms the basis of the video. Unlike a storyboard (visual frames) or a director's script (technical breakdown), here the focus is on story: actions, dialogues, atmosphere. This is the starting point for the entire team, fixing the idea before visualization. A trailer without a script is just a set of gameplay fragments that doesn't hold attention. Our experience shows that a well-written script increases view-to-purchase conversion by 30%.
Over five years, we have written more than 50 scripts for indie studios and major publishers (PC, console, mobile platforms). Among the projects — teasers, announcement trailers, and story videos. Our approach is close work with narrative and rhythm, so that every frame works to hold attention. We use structural templates proven on AAA projects and adapt them to the budget and genre of each game.
A game trailer cannot be just a gameplay montage, because without a script it turns into a chaotic list of features. A good script sets structure, emotional arc, and intrigue — what makes you watch till the end. It is the literary script that determines whether the trailer will work for the target audience.
How Is the Structure of a Game Trailer Built? — Writing a Literary Script
In a game trailer, the task is not to tell the story to the end. The task is to create desire. Desire to know what happens next. Desire to play. Therefore, the trailer structure is built differently: not setup-climax-resolution, but buildup + open question.
Classic trailer structure: world establishment (5–10 seconds), conflict introduction (10–20 seconds), stakes escalation (15–30 seconds), emotional peak + cut. No resolution — resolution will be in the game. As noted on Wikipedia, trailers are typically built on this pattern for maximum engagement.
The literary script describes exactly this structure through images and actions, without tying to specific frames. For example, not "camera shows a close-up of the sword" — but "Trin draws his sword and looks at the burning horizon. For the first time in the scene — a pause. This is his choice."
Why Is the Literary Script More Important Than a Storyboard?
A storyboard is a visual interpretation, but without a solid narrative foundation, it risks being a pretty picture without meaning. The literary script fixes answers to questions: what is the trailer about, what does the viewer feel, what is the rhythm? The storyboard artist works with a ready story. In practice, a well-written script reduces storyboard and editing time by 30–40% — the team understands the task without unnecessary iterations.
Elements of a Literary Script
Narrative theme. What is the trailer about? Not "about a new RPG" — but "about the price of choice when there are no right answers." The narrative theme is a compass for all other decisions. If a frame or line doesn't serve the theme, it's questionable.
Voice-over (VO) or dialogue. The voice-over text is written in the literary script. This is critically important: a bad line destroys all visuals. Good VO is a concrete image or question, not an abstraction. "What are you willing to lose?" works. "The world has changed forever" — does not, because it's said in every other trailer.
Action and atmosphere description. The literary script describes what happens on screen through literary language — not technical instructions. "The city burns. Among the ruins, two — enemy and hero. Between them — not weapons, but silence" — this sets an image for visual decisions without limiting the artist to specific frames.
Rhythmic structure. A good trailer script has an internal rhythm even as text. Short sentences during escalation. Long ones in calm, atmospheric sections. This is not style for style's sake — the editor and director read the script and already feel the cutting rhythm.
Typical Mistakes in Game Trailer Scripts
- Feature listing. "The game has 100 levels, 50 characters, 3 factions, open world" — this is not a trailer, it's a spec sheet. The player doesn't feel what it means. A trailer must show experience, not specs.
- Too long VO. Voice-over that speaks continuously for 60 seconds turns the trailer into an audiobook. The best game trailers use VO sparingly — a few short lines at key points, the rest music and action.
- Lack of gameplay description. A game trailer must show the game. If the literary script has no mention of gameplay actions (combat, exploration, dialogue choice), it's a cinematics reel, not a trailer. The boundary is important for audience expectations.
Full list of typical mistakes
- Script without a clear theme — viewer doesn't understand what the video is about
- Excessive technical details instead of images
- Lack of emotional climax — trailer feels flat
- Ignoring target platform: PC trailer and mobile trailer have different pacing
- Verbose descriptions without considering runtime
What's Included in the Work
| Document/Stage |
Description |
| Briefing and analysis |
Study of the game, target audience, genre references |
| First draft |
Free text without runtime constraints |
| Runtime editing |
Refinement for duration: 90 seconds / 2 minutes / 3 minutes |
| VO text |
Voice-over proofreading, reading aloud, corrections |
| Final script |
Approved document for production |
Timeline and Cost
| Script Type |
Runtime |
Timeline |
| Teaser trailer |
30–60 seconds |
3–5 days |
| Announcement / Gameplay trailer |
90–180 seconds |
5–10 days |
| Story trailer |
2–3 minutes |
1–2 weeks |
Cost is calculated individually based on duration and narrative complexity. When ordering scripts for multiple trailers, savings can reach 30%.
How We Guarantee Quality
We use a proven process: each script undergoes an internal review for narrative theme adherence, rhythm, and genre conventions. With over 50 projects for PC, PlayStation, Xbox, and Switch, our scripts have formed the basis of trailers that have garnered millions of views.
Order a script writing — get a free consultation. Contact us by email or messengers — we'll respond within a day.
Cinematics and Video for Games
A cutscene that looks great in the editor can turn into a slideshow in the production build: characters freeze, camera jerks, lighting doesn't match gameplay. We've encountered this dozens of times on projects for PC and mobile platforms. A proper pipeline for creating game cinematics is built from the start, not in the final week. Below is how we structure this process.
What's Included in the Service
- Storyboarding and previs – animatic with timing, storyboard, narrative alignment before production begins
- In-engine cinematics – Timeline, Cinemachine (Unity), Sequencer (Unreal)
- Rendered cutscenes – pre-rendered video with engine integration
- Procedural generation of environments and animation – for large-scale content projects
- Technical art for cinematics – camera rigs, custom Timeline tracks
Why Are In-Engine Cutscenes More Advantageous Than Pre-Rendered?
In-engine cutscenes use actual assets, respond to player state (character customization, dynamic lighting) and do not require separate video file storage. The trade-off is the complexity of the production pipeline. But for 70% of modern projects, this approach is justified: disk space savings (up to 90% for multi-cutscene games) and the ability to adapt to different resolutions without re-rendering.
Timeline Architecture
Timeline in Unity is not just an animation tool but a full time management system for any game object. Each PlayableDirector manages a TimelineAsset containing tracks:
| Track Type |
Purpose |
AnimationTrack |
Character and object animations |
CinemachineTrack |
Switching virtual cameras |
AudioTrack |
Music, voiceover, SFX |
ActivationTrack |
Enabling/disabling objects |
ControlTrack |
Launching child Timelines, Particle Systems |
SignalTrack |
Calling events in code |
Custom tracks via PlayableBehaviour + PlayableAsset are key for complex cutscenes. For example, a track for controlling post-processing overrides, smooth DOF blend, or synchronizing subtitles with audio tracks. Over the years, we've implemented over 20 custom tracks for specific tasks.
Cinemachine: Virtual Cameras
Cinemachine fundamentally changes the approach to camera work. Instead of a single camera with keyframes, it's a system of virtual cameras (CinemachineVirtualCamera, CinemachineFreeLook, CinemachineStateDrivenCamera) between which the main camera smoothly transitions according to blend rules.
For cinematics, the most interesting are:
- CinemachineVirtualCamera – the main tool. Each virtual camera has its own Body (how the camera follows the target) and Aim (how the camera looks at the target). Combinations:
- Transposer + Composer: camera follows the character, keeping them in frame
- OrbitalTransposer + POV: third-person player camera
- DoNothing + DoNothing: fully static camera, controlled by keyframes
- Dolly Track (
CinemachinePathBase + CinemachineTrackedDolly) – camera moves along a spline. Designer sets the path in the scene, animator controls position on the path via Timeline.
- Camera Blend in
CinemachineBrain: transition between virtual cameras can be Cut, Ease In/Out, Linear, or via custom AnimationCurve. For dialogue scenes, the standard is Cut between lines, Ease for emotional transitions.
Problems and Solutions
Jitter when following a character – a common problem when physics update frequency (FixedUpdate) doesn't match rendering. Solution: CinemachineVirtualCamera > Body > Binding Mode: World Space + enable Stabilize Roll. If insufficient, a custom CinemachineExtension with additional position smoothing. Tested on projects with 30-60 FPS.
Lighting mismatch between gameplay and cutscene – occurs when switching between Unity scenes or using different Lighting Settings. In URP/HDRP, solved via Volume Profile Override on CinemachineVirtualCamera or via Timeline ControlTrack to activate the required Volume.
Lip sync – for dialogue scenes with voiceover, we use Salsa LipSync (Unity) or native Audio2Face (Unreal + MetaHuman). Basic level is viseme-driven animation via AnimationTrack with keyframes per line.
How Does Sequencer in Unreal Engine Simplify the Workflow?
Unreal's Sequencer is a functional analog of Timeline, but with several differences. For cinematic-level cutscenes, Sequencer is more convenient:
- Movie Render Queue instead of Play Mode for final render – provides path tracing, motion blur with subsampling, and consistent frame-by-frame results
- Level Sequence Actor allows nesting Subsequences – convenient for large projects where different parts of a cutscene are worked on in parallel
- Control Rig integration: direct FK/IK rig control in Sequencer without switching to Animation Blueprint
For MetaHuman characters, Sequencer is the main tool: facial animations via Face AR or Performance Capture are written directly into the Sequencer track.
Pre-Rendered Video: When and Why
Pre-rendered cutscenes are justified for intros/outros where quality matters more than interactivity. We render via Unity Recorder or Movie Render Queue (Unreal), final editing and color correction in DaVinci Resolve.
Engine integration: .mp4/.webm via VideoPlayer (Unity) or Media Framework (Unreal). Important for mobile platforms – video may not be hardware-decoded on all target devices; we check codec support in advance (H.264 – safe choice, H.265 – better quality but not all Android support it).
Cutscene Production Process
For each project, we go through these stages:
| Stage |
Duration (days) |
Result |
| Script + storyboard |
2–5 |
Approved script, storyboard |
| Previsualization (animatic) |
3–7 |
Draft with timing |
| In-engine assembly |
5–15 |
Finished cutscene in engine |
| Custom tracks + technical art |
2–5 |
Solving specific tasks |
| Testing and optimization |
1–3 |
Smooth 30+ FPS on target devices |
| Final render and integration |
1–2 |
Pre-rendered video or build |
Timelines are approximate and depend on scene complexity (number of characters, length, platform). Pricing is calculated individually – we'll evaluate your project free of charge upon request.
Procedural Generation: Wave Function Collapse for Assets and Animation
For projects with large amounts of content (roguelike, open world), manual creation of every level is impractical. Wave Function Collapse (WFC) is a tiled generation algorithm based on the principle of entropy (the name is metaphorical, the algorithm is deterministic). The gist: each grid cell can be one of N tiles; the algorithm iteratively "collapses" cells by selecting a tile based on compatibility rules with neighbors.
Practical application in Unity: the mxgmn/WaveFunctionCollapse library or a custom implementation for a specific game. Compatibility rules are set either manually (JSON describing which tiles can neighbor) or learned from example levels.
BSP (Binary Space Partitioning) – a classic algorithm for dungeon levels. Simpler to implement but less flexible in results. For roguelikes, it's a good choice.
For cinematics, procedural generation is also applied in another context: procedural camera animation (handheld camera shake, breathing idle) via Cinemachine Noise or custom Perlin noise-based controllers – adds cinematic liveliness without manual keyframing every movement.
Typical Mistakes When Creating Cutscenes
-
Ignoring performance: a cutscene with 20+ active virtual cameras can consume all FPS. Solution – use Priority and disable inactive cameras.
-
Lack of fallback for mobile platforms: pre-rendered video must have an H.264 fallback, otherwise older devices will show a black screen.
-
Overloading Timeline: tracks without organization turn the project into a mess. Rule – group by type (Animation, Audio, Control) and use Sub-Timeline for long scenes.
Why Entrust Cinematic Creation to Us?
With 10+ years in game development, we've implemented cinematics for over 50 projects – from mobile platforms to PC and consoles. Certified Unity (Unity Certified Developer) and Unreal Engine (Unreal Authorized Training Partner) specialists. We guarantee stable cutscene performance on all target devices.
Contact us for an evaluation of your script. Order turnkey cinematic development – from storyboarding to final build.