Rebellion Developments
The Atomfall Reveal Trailer was the most responsibility I have ever carried on a project, being shown live at the Xbox Showcase 2024 alongside other massive titles such as Call of Duty: Black Ops 6 and Expedition 33. Being such an important project I was really keen to prove that I could handle the task and thus I was responsible for heading the project in editing, capturing and creating in-engine cinematics. My former colleague Hayley Rumbold also assisted with a small portion of the games capture before her departure from the company.
The trailer was edited in Premiere Pro with a final colour grading pass in Davinci Resolve to push it that extra mile. Exporting the audio was also handled in Davinci Resolve as the showcase production team needed the audio stems to meet certain requirements.
As the first public facing trailer for the Atomfall marketing campaign, it was essential to make sure the trailer hit all key marketing beats and left the proper impression on the viewer. To achieve this I worked closely with both the marketing team and the developers at Rebellion to realise their vision for what the trailer should be and iterating on ideas constantly on the lead up to the event.
This trailer taught me a lot about preparing video for broadcast as that was an area previously unexplored for me, working together with the audio team to figure out the best way to prepare our output for what Xbox had asked for was especially insightful. Working on a first person perspective game was also new for me at the time so it was a good opportunity to try creating some sort of narrative without having an identifiable main character to rely on.
The release date trailer was a very different style of video from the reveal trailer I had created previously, where we settled on first person cinematics done in-engine to fake the look of gameplay which still being art-directable. I was responsible for picking out a suitable location in game and discussing with the marketing team how we could best approach the idea of teasing a lot of the in game content without giving away too much.
After settling on the first person idea with various ominous shots, I was responsible for faking the first person look in-engine and creating the first few iterations of each shot. After my passes on the edit, camerawork, lighting, set dressing, audio and animation, the trailer was passed to my colleague Billy Baker as I was needed on other projects. Billy was then tasked to work closely with the Rebellion development/animation teams to refine the trailer further. He was also responsible for the final edit and colour grading.
