Video Post-Production and Color Correction
Render from engine ready. ProRes file looks normal in Media Player, but after YouTube upload video became dim, contrast dropped, bright UI elements blew out. This isn't YouTube bug — improper color space management at each pipeline stage. Unity renders in Linear color space, After Effects by default works sRGB, YouTube encodes BT.709 — each transition without explicit color space management adds distortion.
Game video post-production is not "add music and captions". It's color management, editing for target platforms, technically correct final export.
Color space — main technical trap
Unity renders in Linear gamma with ACES Tonemapping (if HDRP). Exporting via Recorder to ProRes 4444 or EXR — get HDR data in wide range. Import in After Effects: if project created as sRGB, After Effects automatically applies gamma curve — image changes.
Right workflow:
- After Effects Project:
Edit > Project Settings > Color Settings: working spaceACES CG LinearorRec. 2020 Linearwith HDR material - Or
Rec. 709if material already tone-mapped from HDRP - Each footage-file interpreted explicitly — right-click on clip →
Interpret Footage→Color Profile - Final render with Output Profile =
Rec. 709 (sRGB for SDR distribution)orRec. 2020 PQfor HDR mastering
Ignoring these gives subtle artifacts hard to describe but immediately visible: too-light shadows, blown-out highlights, unnatural contrast.
Color correction and color grading
Color correction — technical leveling (remove unwanted tints, level exposure between frames). Color grading — artistic solution (set mood through LUT and curves).
For game content standard approach: primary correction via Lumetri Color in Premiere or Color Finesse in After Effects — balance by character skin tones if present, neutral environment zones. Then LUT for style — create custom through DaVinci Resolve or take from library as starting point.
DaVinci Resolve — professional tool for color work with game video. Color node graph: Input Transform → Primary Correction → Creative Grade → Output Transform. For gamedev content especially important Qualifier for secondary correction: can separately boost only blue sky saturation or raise shadow contrast without touching highlights.
Trailer montage
Game trailer — not gameplay clips under music. Narrative structure: hook in first 3 seconds (most impressive frame or intriguing sound), world exposition, action buildup, climax with release date or CTA.
Montage tempo sync with music accents — beat-matching through Essential Sound in Premiere or manual marker placement. Cuts on beat downbeats — basic rule. For game trailers: average cut tempo roughly every 1.5–3 seconds, toward climax speeds up to 0.5–1 second.
Subtitles mandatory — 85% social media video views without sound. Stylized subtitles (custom font, animation appearance) work better than standard YouTube captions.
Technical export for platforms
| Platform | Codec | Resolution | Bitrate |
|---|---|---|---|
| YouTube | H.264 / VP9 | 3840×2160 (4K preferred) | 40–68 Mbps |
| App Store Preview | H.264 | 1320×2868 (iPhone) | 30 Mbps |
| Instagram Reels | H.264 | 1080×1920 | 8–10 Mbps |
| Steam Trailer | WebM / H.264 | 1920×1080 min. | 15–20 Mbps |
YouTube re-encodes everything on their side — better upload 4K even for 1080p content because 4K video uses VP9 codec with better streaming quality.
Timelines
| Work volume | Timeline |
|---|---|
| Color correction of ready video (up to 2 min) | 1–3 days |
| Trailer montage (30–60 sec) from ready material | 3–7 days |
| Full post-production (montage + grading + sound + export) | 1–3 weeks |
Cost determined after assessing material volume and platform requirements.





