How to Know What Kind of Game Trailer to Make

How to Know What Kind of Game Trailer to Make

How to Know What Kind of Game Trailer to Make or

Using the Marketing Funnel to Design a Trailer Campaign

One of the biggest hurdles that game developers have now a days, is how to make their game visibles in the ocean of other games that are competing for the attention of the same players. Being able to call for that very limited span of attention is very complex, and to be able to reach that objective trailers are on of the best tool that a game developer have.


How to Know What Kind of Game Trailer to Make In order to know who to target your game trailers to, you need to learn about the sales funnel.

There are a lot of articles, videos, and talks about how to make a good game trailer, but the problem is there are also a lot of TYPES of game trailers… each of which serve a different purpose and audience. Because the question isn’t: “What is the best type of game trailer?”

The question is: “What are the best TYPES of game trailers?” To answer this question, you need to understand that different people will react to different things. There is a very interesting TED’s talk Malcolm Gladwell’s talk about spaghetti sauces which using the analogy of spaghetti sauces, there is no one-size fits all spaghetti sauce for everyone in the world, because we all have different tastes and needs. Some people like Italian seasoning, some like thin and runny, and others like extra chunky.

The same goes for game trailers.

Most of the adviced geared toward making trailers are for people, who will only ever make one or two trailers for their game, but when you have the time or budget to make more trailers and videos, you need to know some basic marketing concepts to help guide you to the right design choices.

Namely, the sales funnel. It has other names like the purchase funnel, conversion funnel, marketing funnel, customer funnel, but they’re all the same concept. The funnel that is used as a reference into the article is the one by Chris Zukowski from

how to make a games trailer
How to Know What Kind of Game Trailer to Make – The Sales Funnel

The Sales Funnel

The funnel describes the journey potential customers go through… from first learning about a game all the way to their decision to purchase or not.

The visual is a funnel because every step of the way… there are fewer and fewer people engaged with the game or even paying attention. It’s more like a series of sieves if anything, but that doesn’t sound as catchy. Calling this a funnel is much more for the visual rather than referencing the actual real-life object, because of course if you pour something into a real funnel, all of the contents put into the top will come out the bottom.

Every potential customer starts at the top of the funnel; this is where they become aware of a game via a trailer, news article, social media post, animated GIF, YouTube video, streamer, almost anything which shows or talks about the game.

this is where they become aware of a game via a trailer, 
news article, social media post,

If their interest is piqued, they move onto CONSIDERING whether or not they should devote more attention by: following a social media account, joining a Discord, wishlisting the game on a store page etc.

A step further, they might decide to read articles, watch videos, and maybe even play a demo.

After that they either become a buying customer, or not. And after that, they either play it and don’t really like it, or they might even become fans of the game and the people who made it! The key to making trailers targeted towards the right audience is to understand and serve the needs of the people at the phases of the funnel:

  • Are they just learning about the product?
  • Are they already following you?
  • Are they following, but need more information?
  • Are they a new customer?
  • Are they already a fan?

Knowing your audience

Knowing who your audience is will help you give them what they want. Let’s dive into each step of the funnel, and what tends to work best to serve the people at those stages.

Step 1 is: Awareness

This is the stage where you’re working off of nothing. No one knows who you are, they might not even be familiar with the genre of game you’re making.

This is where you need to make a trailer which shows how unique the game is, make the message simple to digest, and make the trailer itself as broadly appealing as possible; your goal is to gather as big an audience as you can. As we go through the stages of the funnel, a good way to think about it is that the first trailers give the broad but shallow view, and each one which follows dives a bit deeper. AAA games frequently make their announcements via cinematic trailers. This is because well directed, animated, edited, scored and sound designed trailers with beautiful visuals are very entertaining.

How to Know What Kind of Game Trailer to Make – Drake Hollow Announce Trailer

Since most AAA games feature mechanics which are easily understood at a glance, they can afford to be more cinematic, and worry less about conveying unique gameplay ideas (not to say that they don’t ever do this!) I think the best cinematic trailers illustrate gameplay ideas while also looking good. A good example is this trailer for Drake Hollow by Molasses Flood. Cinematic or animated trailers are very expensive to produce whether it’s time or money or both, so a trailer made via the game engine is what most people will make. Announce trailers of that style need to present the clearest and simplest gameplay idea… so it’s very easy to describe and share.

Another good example is the announce trailer for Snow Runner. If you can get a share, follow or wishlist from your announce trailer, you’ve successfully brought some people further into your funnel!

How to Know What Kind of Game Trailer to Make – Snow Runner Announce Trailer

Step 2 is: Consideration

Now that people are aware of the game, they’re going to need something more from the next trailer to help them consider whether or not they really want to purchase the game. This means diving into some specifics which were only hinted at in the announce trailer.

Depending on the type of game, that means making either a story trailer or gameplay trailer.

This part of the funnel is one where you’re likely to lose a lot of people (and that’s ok!) People who were intrigued by the vague but exciting pitch of the announce trailer might not hang on when they realize the gameplay doesn’t fall into their preferred genre.

Or maybe the story didn’t go in the direction they thought it would. For example, the announce trailer for Supergiant Games’ third game Pyre generated a lot of hype, and the trailer is really good with amazing art, music, animation and sound effects. The problem is that if the value proposition is not very clear, when people finally discovers the game is really about people might fell out of the funnel at that stage.

Some developers, to face this, might be tempted to mitigate loss of people in your funnel by remaining more vague with details, but if your trailers are too same-y and vague then you risk frustrating or boring the people who want more information. It’s important to continue to play to your unique hooks, and strengths.

Some games present well enough in hype trailers like Spelunky 2, while others might be just unfamiliar enough in concept that they require more explicit explanation like Creature in the Well or Tactical Breach Wizards. Story trailers need to go a little bit deeper into what happens in the game in order to serve people at this phase. If a story trailer still feels like it only presents a world and an idea, then it’s likely to be unsatisfying.

For example, the announce trailer for Firewatch presented the idea of a fire lookout in a situation where something went wrong. For the second trailer, we wanted people to know there’s a mystery, and that events will be actively unfolding during the course of the game.

This was to differentiate it from other first person games which focused on uncovering past events.

Firewatch’s E3 trailer introduced the idea of some missing girls, a cut communications wire, and a mysterious person invading your lookout tower.

how to make a good trailer - Firewatch

DELILAH: Wait, you’re already there? DELILAH: You’re not in your tower?

DELILAH: Wait, you’re already there?

DELILAH: You’re not in your tower?

HENRY: No, I’m not. DELILAH: Then who is?

This part of the funnel is about informing and hyping people up. Holding attention is probably the most difficult thing to do, because people get impatient without new content; you need to strike a balance between satisfying the audience, while not spoiling anything about the game.

Evaluation of Actions

Next step in the funnel is: Evaluation This is the final step before the purchase. If someone is still paying attention at this point they… either need even MORE detail to help them evaluate the game, or they’re along for the ride, and just want to get excited.

People with lingering questions might be well served by making Gameplay Overview or 101 trailers. Again, Snow Runner had a very good array of gameplay videos, and Deus Ex: Human Revolution had its 101 trailer explaining the different play styles you can employ. This is also a good time to make trailers for things peripheral to the gameplay trailers.

This is also a good time to make trailers for things peripheral to the gameplay trailers...
How to Know What Kind of Game Trailer to Make – Funnel Example

Like behind-the-scenes looks at the game and its design choices.

For example, take a look at these videos which lead up to the release date of The Last of Us Part II. You can see each video is longer form and more in-depth than what you get from a typical hype trailer, and discusses more granular things about the game. These videos scratch the same itch I had as a kid when… I was so excited for the game I just purchased that I read the manual as my mom drove me home before she inevitably stopped at the grocery store first.

The last thing to hopefully get people to purchase is the launch trailer which either sums up everything covered so far, or does something big and flashy like an animated trailer or live-action trailer.

How to turn audience into customers

Second to last stage of this funnel is: Customer If you still have people in the funnel who are ready to purchase, congratulations!

There are still trailers you can make to serve the people at this part of the funnel. If the game has additional content or features coming, then you’re going to be making update trailers and DLC trailers. These should be specifically focused on existing customers, and it’s one of the few times when calling out features and quantity of content really works in game trailers.

You might also make celebratory trailers which appeal to people’s confirmation bias; people like seeing opinions they already agree with, and they like feeling good about a purchase they made. This is one purpose accolades trailers can fulfill, even if they’re mainly intended for people who haven’t purchased yet. Last stage of the funnel is: “True Fan” If you’re ever fortunate enough to have a “True fan…” (someone who will buy anything you make sight unseen).

Congrats again! “True fans” will appreciate just about anything you make, but something which feels specifically for them to show your appreciation is a nice gesture.

For example, this anniversary cinematic trailer for Stellaris feels very much like a tribute to the game and the community. You can see in the comments a large number of fans who really enjoyed it!

The term “True fan,” is used as a reference to the audience that is really interested in the game and that will actually be considering buying your game. because I think in the game industry, there’s a lot of talk about people who are and are not “True fans” and there’s a lot of gatekeeping, which is really gross and unnecessary. So the term “True fan” to describe your fans, but it’s just a term that is used in a lot of marketing speak.

.Just to describe people who will buy basically anything that someone puts out, regardless of anything else. So that’s why I use the air quotes. And don’t gatekeep the game industry by saying: “This person’s less of a fan… I’m more of a fan and therefore this person should not exist.”

That sort of thing. Moving on. When you understand the marketing funnel, you’re better equipped to make trailers for your game, because you understand the needs of the people at the different stages of the funnel. It’s a lens which allows you to see and interpret feedback.

For example, People who dislike cinematic trailers for AAA games have that attitude because they quickly move past the Awareness part of the funnel… and immediately crave mid-funnel gameplay content which they can use to consider and evaluate. It is usually better to leave them a little unsatisfied at first because since they’re so ready, they’ll be there when you’re prepared to show more. You need to design the marketing campaign, and pace it in a way which best matches your game, and gives the audience the information they need depending on where they are in the funnel.

Helping customers taking the buying decision

Another way to think of the funnel is: each bit of information is there… to HELP the person decide whether they want to invest more of their time.

For example, not everyone wants to watch a 10 min trailer as their first intro to a game. They might want a 60 sec teaser, which convinces them to watch a 2 min trailer, which convinces them to watch a 5 minute overview, and then maybe they’ll watch dev stream or read blog post. It’s a chain of deeper investments which we hope ends with them… spending their money and time playing the game. Some games can get people to go from teaser trailer to purchase, and that’s great for them, but most people will need more warming up to be sure they want to buy a game. Build awareness with your announce trailer.

Make story or gameplay trailers to help people consider your game. Make detailed overview or dev commentary videos to help people further evaluate the game. Sum it all up with a launch trailer, and get them excited to make the purchase. Show some love and appreciation to your true fans.

The Youtube video

Video TimeStamps

00:00 – Intro

00:12 – There are many types of trailers

01:02 – The Sales Funnel

02:07 – Stages of the funnel

02:53 – How to use the funnel

03:20 – Awareness

04:57 – Consideration

07:44 – Evaluation

09:01 – Customer

09:43 – True Fan

10:13 – The term “True Fan” is kind of gross

10:52 – Concluding thoughts on the funnel

12:13 – Lesson recap

Video by

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Omen 15 gaming laptop Pros & Cons

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Retro Coding Arcade for Microsoft

ELECFREAKS Retro Coding Arcade for Microsoft Makecode DIY | Programmable Handheld Game Console

Price: $63.90
(as of Nov 06,2021 01:40:39 UTC – Details)

Retro Coding Arcade for Microsoft Product Description

As a child’s first game programming machine —— ELECFREAKS Retro Arcade



Retro Arcade for educationRetro Arcade for education

Create Rather Than Play Games

The RETRO Arcade for Education is the first arcade device in a big screen with a high resolution. Kids are able to use them to create their games in a fun and easy way through the blocks program, and the Retro allows for a self-defined game role, multiple game sceneries and plots design. It surprises you more with the bountiful built-in sensors and gives kids more chances for creation.

Big Display and High Resolution

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More fun with the big screen

With a large 2.4-inch screen, kids will have a better sense of experience and will be more interested in programming.

Through Graphical Programming, it is easier for kid to understand and code

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Don’t worry about the difficulty of game programming, a lot of learning materials are available for free

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Microsoft Makecode Arcade

Microsoft MakeCode Arcade WEBSITE:

MakeCode Arcade is a code editor to build Retro Arcade games for the browser and handheld consoles.

MakeCode is based on  a graphical programming platform born for education under the Microsoft Corporation. It provides programming tools and learning tutorials for children in different coding levels.

Arcade is a game programming project under the MakeCode graphical programming platform, Microsoft supports it with a technical framework.

The program is totally free and has been created by Microsoft and Answer to MIT Scratch.

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The buttons are made of silicon in cross design, each product has 8 command directional buttons and provides the best handling experience.

Compatible with Lego bricks

The bricks compatible design makes the construction more enjoyable.

Special comfort holding design

Inspired by the best holding design from ergonomics, it gives you a pleasant holding experience.

Colorful and environment shells

Made from ABS & PC environment materials, the shells have fine outlook with high durability and safety.

retro arcade makecodeRetro Coding Arcade for Microsoft

big inch screen teens kidsRetro Coding Arcade for Microsoft - big inch screen teens kids

Retro Coding Arcade for Microsoft features


Rated Voltage: 3.7V

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【A Different Retro Coding Arcade】 This Game Programming Learning Machine is the first arcade device in a big screen with a high resolution. Kids are able to use them to create their games in a fun and easy way through the blocks program, and the Retro allows for a self-defined game role, multiple game sceneries and plots design. It surprises you more with the bountiful built-in sensors and gives kids more chances for creation.
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Any Car Controller Unity - How to create a new Car | Realistic Physics

How to create a new Car Realistic Physics

How to create a new Car Realistic Physics


Any Car Controller


Any Car Controller for Unity, this is a tutorial on how to create a new car in unity and be able to drive around with realistic physics. This amazing tool is powered by BoolBird and it offers the best features with the best optimized code.

That makes Any Car Controller the best tool to create realistic cars with the lowest usage of CPU. That’s why it is a perfect script for mobile games.

Here you can find a detailed manual at:

Let’s have a look at some of the characteristics of this script:

– Easy and Quick set up
– Fully customizable Extra Wheels
– Advanced wheels attributes
– Full Engine customization
– Manual and Auto Trasmission
– Flexible Gear System
– Turbo
– Digital or Analog Speedometer
– Exhaust Flame and Smoke
– Skid Marks
– Realistic Car Physics
– Any Camera System
– Cool Mobile Interface
– Cross Platform Inputs supported
– Custom Engine Sounds supported

Watch the tutorial and see with your eyes how easy is to use Any Car Controller, and it works with literally any wheeled vehicle.


Car physics in unity 3D(uphill traction)


Arcade racing game

Learn how to create Arcade-style Car Driving in Unity with a brand new tutorial!


Download the setup project files here:

Dragon Ball Unreal How To Download and Install Dragon Ball Unreal

Dragon Ball Unreal How To Download and Install Dragon Ball Unreal

How To Download and Install Dragon Ball Unreal PC

Do you want to try  a new demo of Dragon Ball Unreal, a Dragon Ball game developed on Unreal Engine 4.

As you will soon notice, this project is still in its early stages. Dragon Ball Unreal has been in development for a long time and, to be honest, we don’t expect to see a polished version. Still, and for a man-made game, I think it looks absolutely fantastic.

Like the previous version, the June 2019 build of Dragon Ball Unreal adds some new stages, expands the roster, and adds new moves.

If you’re interested, you can download the new demo by visiting the game’s Discord channel here and navigating to the #download-download section.

This fan game has been in development for a few years. Theoretically, that means we could see a nearly complete version of the game in another couple of years (assuming Namco Bandai doesn’t shut it down).

And while some may be disappointed with its overall progress, we should remember that it is definitely better progress than “Special Forces of Earth” (another Dragon Ball fan game that hasn’t been heard from since 2018). Special Forces of Earth has been in development for about 19-20 years, with the last beta download released in 2008.

What is Dragon Ball Unreal

The world of video games has countless titles about the Dragon Ball saga, some more acclaimed than others, now, a group of fans is carrying out a project called: Dragon Ball Unreal. The project adapts the mythical fights of the anime of Goku and company with the spectacular Unreal Engine 4 technology. In the video, below, you can take a look at the powerful result of a fight between Goku and Vegeta with this technology. There is no doubt that fans, many times, create things that many companies should take into account for their future projects and to obtain, at the same time, the best possible result.

Dragon Ball Unreal is a fan made game set in the Dragon Ball universe, developed by Emud using Unreal Engine. The project is still at an early stage of development, i has been extremly well received by the community which has been very receptive to the game right from its beginnings.


How To Download and Install Dragon Ball Unreal PC PUBLIC DEMO 2019


In the below youtube you will find a step by step tutorial on how to download and install Dragon Ball Unreal and try by yourself the game and all the potential gameplay that it brings to a game that has not always been very well implemented in videogames.

You can play this game without installing.

  • Download the game
  • Unzip the downloaded file (you can use WinRAR for example).
  • Run MYDEMO.exe in the main game folder.



**If this link ever expires let me know so I can update it***

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Youtube original link

How to Code a Turn-Based Game with Godot

How to Code a Turn-Based Game with Godot

How to Code a Turn-Based Game with Godot

Learn to create a turn-based combat system with the Godot game engine, through a serie of  youtube tutorials created by GDQuest that will take you on journey on How to Code a Turn-Based Game with Godot.

The objective of the tutorial is to great the ground bases, codebase and  tools to show you some of the best practices to create:

  • Turn-based games
  • A combat system
  • An inventory system
  • Character progression
  • User interface with multiple menus

The current project’s scope

The initial goal is to create a mini-demo with the full combat loop, character experience, skills, some pretty art, and basic map navigaton and conversation with NPCs.

The format of RPG that is being developed is of type JRPG, Japanese Role Playing Game.

What is a JRPG?

JRPGs (Japanese Role-Playing Games) are games that differ from Western-style role-playing games. JRPGs are usually, but not always, created by Japanese developers. The name “JRPG” comes from the term “console RPG,” which refers to games such as Dragon Quest and Final Fantasy[1]. However, because the name JRPG now encompasses a wide range of RPGs, it is no longer considered a genre but rather an umbrella phrase. A game can be classified as a JRPG if it meets the requirements that one would expect to find in a JRPG.

For more info on JRPG


Source code for the Open JRPG

The project is open source and available on github



How to Code a Turn-Based Game with Godot

Godot RPG videos (Turn-Based Combat)

The serie is composed of 18 videos that you can find listed and described in below sections.
The first of two tutorials to code a leveling system and experience bar with the Godot Game Engine, the lesson covered works for any type of game and not just for a turn based game.

After coding a Leveling System, the tutorial covers the design ofan animated progress bar that loops when a character levels up!


Don´t forget to see our home page for more game development materials


Build Quiz Game in 30 minutes with Unity

Build Quiz Game in 30 minutes with Unity

Build Quiz Game in 30 minutes with Unity

Puzzle games are some of most played games in the games industry and are sometimes some of the easiest ones to do, if you know exactly how to build them. The tutorial that we are recompiling, will allow you to create a quiz game with unity in less than 30 minutes.

The Quiz game created in the tutorial will support 4 types of questions:-
– Text Only
– Video
– Audio
– Image

Build Quiz Game in 30 minutes with Unity
Photo by suludan diliyaer on

To store the questions data we will be using ScriptableObject.
The starter project is provided with pre-made game UI.

Tutorial Index

What is a puzzle game?

What is a puzzle game? That is a good question. A puzzle game is a type of game in which the main goal is to solve a problem. Puzzles are usually constrained by a set of rules, which are made more demanding by complexity and time limits. Versions of puzzle games evolved from analog games like solitaire and mahjong, which we humans have been playing for centuries. We could say also that Puzzle video games are a type of video game that focuses on solving puzzles. 

Logic, pattern identification, sequence solving, and word completion are just a few of the problem-solving skills that can be tested with these puzzles. 

There may be an unlimited amount of time or infinite attempts to solve a puzzle, or there may be a time constraint, or simpler puzzles may be made more complex by having to be completed in real time, as in Tetris.

The genre is extremely diverse, but it usually contains some amount of abstraction and may include colors, shapes, numbers, physics, or complicated laws. Unlike many other video games, puzzle games frequently include “lives,” which limit the amount of attempts a player can make. In puzzle video games, players frequently strive for a high score or to advance to the next level by reaching a specific location or meeting certain requirements.

What is the target of puzzle videogames

Women over the age of 35 are more likely to play puzzle mobile apps. In Japan, 66 percent of puzzle players are female, while in South Korea, 73 percent are. Women account for 75% of matching puzzle and word/brain/board players in the United States. Women account for 74% of puzzle players in the United Kingdom.

The benefits os Puzzle Games

Puzzle Games encourages faster decision-making and processing. Improve your problem-solving abilities. Can help you improve your logic and attention to detail. Keeps your fingers nimble, which is beneficial while using a pen or moving puzzle pieces around.

Why you should play puzzle games?

Puzzle games are great, aren’t they? There are numerous puzzle games that can be installed on most cell phones and are useful when you have a little free time. Some games offer a variety of rewards in addition to relieving boredom, such as stimulating the brain and connecting with friends. Humans are naturally curious creatures who enjoy solving problems. Puzzle games give us the ability to do just that.

The more you practice something, the better you become at it. Puzzle games are similar to thinking, so they help us improve our thinking skills. When you are playing a puzzle game your thinking is as varied as your practice and you will be using different aspects of your brain in unique ways. The more you play puzzle games, the more you will be able to think. The more you can think, the more things you can do.
Puzzle games can be installed on cell phones and small mobile devices and played anywhere. It’s like having unlimited entertainment on demand. With a simple download you can get new games at any time and most of them are free to play. They belong to the category of casual games, which means you don’t have to spend a lot of time learning the rules of the game. You also don’t have to invest a lot of time to play the games and benefit from them.
Do you consider yourself smarter than your friends? One way to prove your intelligence is to beat them while playing a multiplayer game. Some puzzle games can be played with multiple players, allowing you to connect with your friends and battle them with your wits. There are also many opportunities to cooperate if you would rather win with your friends than against them. Either way, playing with friends is a great way to bond, and you can find multiplayer puzzle games on social networks like Facebook.
Some of the best classic puzzle games are “Words with Friends,” “Candy Crush,” and “Puzzle Dragons.” These games have stood the test of time and are guaranteed to provide you with some fun. Some indie developers have exciting and unique concepts that can make for an even better experience, so keep an open mind when choosing which games to play. This type of game has been around for a while, but new puzzle games appear on the market every day. Try them out and you’ll be sure to find something you like.

Build a Quiz Game in 30 minutes with Unity video tutorial


The resources files for the tutorial

Download Links:-
Starter Project:-
GitHub Link:-

You can find more tutorials on Unity in our blog

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Unity FPS Movement Tutorial by Dani  |  Karlson Parkour FPS Controller

Unity FPS Movement Tutorial compilation

First Person Shooter (FPS) is one of the classic genres of computer games, and after the phenomenal success of Doom, many companies took a stab at this type of game. In this tutorial we are covering some tutorials on how to implement Unity FPS movement and some tips on how to design correctly the level.


Today, there are single-player FPS games, multi-player combat FPS games, and multi-player cooperative FPS games, all of which can be both plot-driven and straight combat; some FPS games are problem-solving, some are stealth, and some are focused in the highest possible body count.

Creating them, although it might look easy, is in reality not trivial and requires some attention to details, from a point of view of design and developement.

In this article, we will list some of the tips of the design and a recompilation of some of the best First Person Shooter tutorials on how to create your own Unity FPS movement with Rigidbodies.

Game Design Tips for First Person Shooters

The game designer’s job in this type of game is to determine the direction of the game, create the setting, and then create the tools that allow the player to modify the game, add their own content, and replace everything but the game engine with a completely different look and feel.

Game designers have to wrestle with realism while facing the limitations of the system.

There are two types of this.

One is the type found in America’s Army, where the goal is to recreate reality well enough to be used as a recruiting and training tool. You can’t carry billions of weapons, and you can’t run across a field towards a hundred enemy soldiers and kill them with impunity. The other thing is that we’re basically trying to do the slasher genre of movies.

Every time he takes an impact, blood and flesh splatters from his body, leaving stains on the walls and floor. Bullet holes are sewn into the walls, and drums explode when hit. The most common complaint is against the realism of this latter.

Some critics link FPS to murder, and any violent act can be examined in relation to computer games. It is the job of lawyers and scientists, rather than game designers, to deal with these kinds of issues. One of the problems with game design is knowing why it is designed the way it is in order to cater to a particular market. If the game is for adults who like black comedies that deal with gruesome deaths, it is likely to require blood and flesh. If you are creating a game that hunts cartoon creatures, then you are probably wrong.

The game designer must decide on the goal of the game. Some games are about solving puzzles, while others are about gaining the knowledge needed to solve the puzzles. There are also tactical games where you choose battle drills to practice and use as needed. There are also games where the goal is to get the MacGuffin.

One of the hallmarks of FPS is interactivity. Classic examples of this genre feature computer-controlled enemies and a single player who does everything.

Later games offered a multiplayer mode where humans fight each other. Later, it became possible to cooperate in team play, and even later, computer-controlled allies were introduced, which the player could command and influence. Nowadays, first-person shooters are usually built around at least some form of online play, and many games support both single human playing with a computer and multiplayer online games.

Game designers of FPSs face, in many ways, one of the more difficult challenges. This is because they are required to create unique works that will attract attention in the marketplace in a genre that is often stereotyped and has a lot of public opposition.

Brackeys Unity FPS movement tutorial

Too bad Brackeys stopped making tutorials for unity, his, where some of the best tutorials available.

Time Stamps

00:01 Intro & Explanation

02:50 Camera Movement & Look around

4:51 Mouse Controls

11:13 Key Controls

15:14 Gravity

21:21 Jumping

Unity FPS movement by Brackeys

Unity FPS movement tutorial by Dani

A quick tutorial on how to make movement like in one of the author’s game Karlson Parkour.

Unity FPS movement by Daniel

Advanced FPS movement by GD Titans

The files for the tutorial can be found on github:

Project Files:

Unity FPS movement by GD Titans

The EASIEST FPS MOVEMENT in Unity – Rigidbody First Person Controller Tutorial by Finn

This tutorial will show you the fastest and easiest way to make a Rigidbody character controller in Unity in only 4 minutes and 20 lines of code and be a very good entry at understanding how the controllers are done.

Unity FPS movement by Finn

In case you don´t want to code your own version, don´t forget to look at the asset store where you can also find some files



First Person Shooters – What Is Good Level Design In An FPS by Jabbberminor

The video goes briefly about what makes the level design good in a first-person shooter, using as a base of explanation several games examples as good and bad designs when it comes to designing the level.

Do you have any question or doubt? Don’t hesitate in leaving your comment on the comments section below. For more tutorials and news check out our blog.

Game Dev Log: How to Make 3D Cube Stacker Game Buildbox Tutorial

How to Make 3D Cube Stacker Game Buildbox Tutorial + Our opinion on the ENGINE

In this article we will take view on Build Box with a Buildbox tutorial on making a 3D Cube Stacker game, and analyze our main thought on the engine.

We were thinking on starting a line of tutorials on our youtube channel, but we are not very sure about it, as the engine is still from our point of view having some slight problems.

BuildBox Tutorial

In the video tutorial, the author will teach you on how you can develop a stack 3d game with Buildbox.

It will show the ins and outs of what was created and show you how to create it yourself, so get ready.

If you don´t know Buildbox,

What is buildbox?

Buildbox is a drag-and-drop game engine that anyone can use to create professional-looking games. No coding or programming skills are required. All the tools you need to complete your game are included in the software. From adding multiple worlds, effects and animations to customizing the entire flow of your game – it can all be done in a matter of minutes. Advanced settings allow you to build levels quickly, edit individual worlds and move from one section to the next with a simple click.

Buildbox Tutorial
buildbox tutorial – Editor view of bB3

Is buildbox worth the effort of learning?

When you think about game development, most people will immediately think on Unity. Unity is the obvious choice for anyone serious about getting into game development, especially since it’s considered the industry standard (I’d heard of it before I started developing games myself).

Having used both in practice, I’d like to add that they are very different engines, offering different styles of play for different types of users. In this post, I’d like to outline the pros and cons that I’ve experienced in hopes that a productive exchange can take place.

Here are some considerations about Buildbox

Buildbox Onboarding.

Buildbox Tutorial
Buildbox Tutorial – Physics controls

The demo game helped me a lot because I could immediately see that I had improved from when I started. It was great for engagement as we were able to see firsthand what the engine was capable of and ultimately get inspired. The help panel is also very helpful in getting familiar with the user interface.

Buildbox UI.

Very clean and intuitive layout. The dark design is very nice and I like that it doesn’t try to reinvent the wheel. It pays homage to many design programs, so users aren’t too far removed from the rest of the work environment and the learning curve is short.

Buildbox performance

We’re using BB3, and since it’s fresh out of beta, we were expecting some issues, but nothing too alarming. However, I have to say that I have experienced an incredible number of crashes and lags on a variety of tasks, from simple to complex, which has significantly hindered my progress. Custom objects and somewhat more complex node mappings seem to be a particular problem. In addition, prefabs and FBXs are not available. When I have other applications open on my machine, there are always delays, and it feels like I’m skating on thin ice. If I push it too much, it goes down the drain.

Our point is that these problems are very sporadic. Sometimes one day it crashes and the next day it doesn’t. Is there something in between that might not be working properly?

The game engine has a good visual quality and you are able to draw some interesting effects or visual, but from our point of view with more hardwork than with other engines.

Also, at some points in the development, the engine sometimes become slow, and starts to really draw on the CPU.

Buildbox support.

There is a support email address that we’ve used before and received a pretty good response given the size of the team. However, for the features we wanted (at least the ones that aren’t available yet but were communicated to the team as feature requests)we didn’t get the results we were hoping for – Youtube has some top notch tutorials, but unfortunately this forum we found to be a pretty lonely place.

Most frustratingly, the support documentation is very neglected. We found the introductory template at best slightly expanded without covering the intricacies of BB3 or the various nodes and actions. It is also very frustrating that the new features added in the latest version are not highlighted. With such a small team and a new product, I guess it’s a matter of resources, so there’s certainly some wiggle room, but I don’t like having to estimate half the work in a company.

Convenience of Buildbox

Buildbox stands out mainly because of its node approach. It’s very convenient to build this way, and if you have experience programming, the ability to refine the code is cool (if only I knew enough). A more detailed help wizard for the advanced sections and input fields would be great.

The user interface complements everything and is very intuitive, which I think makes sense for people who value visual elements (which I think is most of BB3’s target audience). The lack of auto-save should mitigate instability. We would also like to see a preview directly on the device in real time, rather than having to package it each time. This would not allow for a speedy workflow. Assets with animation demos are great, but I would love to see an asset store with BB and third party shapes/objects/materials/rigs/nodes etc. to inspire creatives to work on the BB platform and create interesting new revenue streams for BB Wouldn’t this be a possibility

Buildbox tutorial – Example of a game made with BB

Cost of Buildbox.

There are several pricing options for BB, that starts with a free version and that can go up to 499$ per year. The middle option called “Plus” subscription ($19.99/month or 189.99 yearly), which seems an interesting pricing granularity and somewhat expensive.

The free version won´t let you add the monetization elements

  • Custom Ad Networks
  • In-App Purchases

The export size will be limited to 2G, and you will only receive 30% of the revenues of the game in case you sell it.

Our overall impression.

We really liked the Buildbox’s approach, look, and direction.

It would make sense to update the documentation with each new release to cover new features fully and clearly, so that we can work more freely and rely less on aftercare and support. This would ultimately help reduce the growing frustration on this forum.

Also a better support of the commmunity, would probably be a good idea, as an engaged community can help tackle any problems with the documentation of the lack of support from the manufacturer.

In terms of business expansion, the free option (albeit with limited functionality) is interesting, but it has too many limitations toward actually grow a business from it, as you will get only a 30% of the revenues of your game, which is way to low, especially when you compare with other game engines out in the market.

What are your thoughts on buildbox? Leave them in the comment section. Check our blog for more interesting articles and tutorials.

Business Of Loving

Business Of Loving Adult Game

What is the Business of Loving?

Business of Loving is a NSFW visual novel of love, lust that follows the journey of a young unpaid intern, trying to make it in the biggest company in the city, Business Inc! The hero not only have to balance his  life dealing with his grueling boss Kimberly, but also have to balance home life with his single mother Lorraine, as well as find other part-time jobs with various other bosses to pay rent on time, such as Lily, the sweet gardener and Ramirez, the novice police officer. He will uncover a scandal of dirty lies and kinky corruption as he slowly make his way to the top of the business empire!


Business of Loving

The game is really interesting from an adult visual novel point of view, but you have to be warned that it touches some aspects that can be shocking for most of players ( taboo contents). A part from that, the way the game unfold the different storylines is interesting because it doesn´t punish failure and allows you to discover each line of development at your own pace.

Once a main storyline has been engaged, then unless you have saved the game at a previous timeline, you will not be able to go back on your decisions and you will be locked on that branch.


Ren’py visual novel builder

From a point of view of game development, the game seems to be developed with RENPY  a visual novel game builder that allows to easily develop visual adventures of any style.

Highway Blossoms, the tale of two girls’ epic road trip through the American southwest.


Ren’Py has been used to create over 4,000 visual novels, games, and other works. You can find Ren’Py visual novels at the Visual Novel Database, and games made with Ren’Py on and Steam.



The Business of Loving game can be downloaded from


The Author of the game has disabled the video playing from external sites to youtube.

youtube source