Premiere: Final

Idea and Inspiration

With the final iteration of our Premiere project, I wanted to create (at least with the time allotted) a demo for what I would consider the goal of video game Youtube content I would like to continue creating in the future. While this format would be better suited for maybe 5 to 10 minute videos to give a little more breathing room, I figured I would try my best in the 2 minute allotted time period. I just want to share what I love: how I make and play video games.

I was inspired by a few other Youtubers that make content similar to this one above: Arekkz Gaming, Datto, TrueVanguard, Drewsky, Cammycakes; they all like to chime in with their audience and share how they’re playing their games.

I started my design process by creating a storyboard of what I loosely wanted to get across, coupled with a script to record my voice too. I spent some time with friends getting good footage in-game of Monster Hunter World: Iceborne for both content and b-roll. Lastly I chose a song I thought would fit from my backstock of unused songs over the years and brought this all into Premiere.

Technical Detail

I used GeForce’s capture feature on my PC to collect all the direct footage from my game, as well as utilizing the camera capture features in-game built for such occasion. Once in premiere, I sliced up the footage as we did in our tutorials: grabbing clips from raw footage as video-only, and dragging them into the timeline of my sequence. I did this all to my script that was also edited in a similar format, using the razor tool to rid of any unwanted audio and stitching all the good stuff back together. With both audio and video in order, I then cropped my song to fit as I pleased.

The single piece of feedback I got was due to the nature of cramming this all into a 2 minute video, I wound up speaking too fast (and not always the most clear at times as well). I figured adding some captions to the video that helped break up my voice into large, readable sections, could help the viewer “follow the bouncing ball” and help mitigate my shortcomings. I also EQ’d my voice a little to help with muddiness hopefully. Other than that, the only techinical difficulties I came across in the project was largely re-recording, finding my earlier recordings not usable once they came into Premiere due to the pace of me speaking or mumbling.

Sources and Materials

All game capture, script, editing, and music were created/recorded by me.

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