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Editing gameplay trailers: How much raw UI should actually be visible?

r/gamedev · 2026-07-05 · status reviewed · open original ↗
Game development · 0.85

Summary · qwen2.5:32b

The article discusses the dilemma of whether to show raw, unedited UI or opt for a cleaner, cropped video without HUD in gameplay trailers to attract potential players on Steam. The key claim is that while a cinematic feel might be more appealing visually, showing the actual UI could provide transparency about the game’s mechanics. One concrete detail is the author's experience with editing tools like Premiere Pro and CapCut, suggesting technical proficiency but uncertainty over content strategy.

Suggested post angle

Marketing gameplay trailers

Excerpt

<!-- SC_OFF --><div class="md"><p>Seeing the recent posts about how a simple gameplay trailer can drastically boost Steam wishlists, I'm getting ready to cut my own footage. I have a lot of experience editing with Premiere Pro and CapCut, so pacing and transitions aren't an issue. However, my game has a fairly complex interface. From a marketing standpoint, is it better to crop the video and disable the HUD to create a cinematic feel, or do potential players prefer seeing the raw, unedited UI so they know exactly what the mechanical gameplay loop looks like?</p> </div><!-- SC_ON --> &#32; submitted by &#32; <a href="https://www.reddit.com/user/CityImportant5964"> /u/CityImportant5964 </a> <br /> <span><a href="https://www.reddit.com/r/gamedev/comments/1uo4m5r/editing_gameplay_trailers_how_much_raw_ui_should/">[link]</a></span> &#32; <span><a href="https://www.reddit.com/r/gamedev/comments/1uo4m5r/editing_gameplay_trailers_how_much_raw_ui_should/">[comments]</a></span>
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