Game trailer types: announcement, gameplay, launch, cinematic — which one, when?
The types of game trailers and what each one is for: announcement, gameplay, launch, cinematic, update videos and ad creatives. Which video you need at which stage, and which you can skip.

Every game trailer has a job, and when jobs get mixed the video gets weaker. In short: an announcement trailer builds anticipation, a gameplay trailer explains the game, a launch trailer says "out now", a cinematic trailer sells the world, and an ad creative drives installs. On a tight budget, start with the gameplay trailer, because it gets used in the most places.
Types and their jobs
| Type | Job | Length | When |
|---|---|---|---|
| Announcement | "This game is coming" | 30–60 s | First reveal, store page launch |
| Gameplay | Show how the game plays | 45–90 s | Store page, demo, festivals |
| Launch | "Out now" + platforms | 30–60 s | Release day |
| Cinematic | Sell the world, story and tone | 60–120 s | Story-driven games |
| Update / season | New content, events | 20–45 s | After launch |
| Ad creative | Stop the scroll, drive installs | 15–30 s | Ad campaigns |
Announcement trailer
Possible even before the game is playable: atmosphere, a character, a logo, a question. For game servers this is the launch announcement, and with no gameplay yet it can be built from AI-generated cinematic scenes.
Gameplay trailer
The workhorse. It shows the loop (what I do, why I keep going) scene by scene, and is usually the first video on a Steam page. More: What makes a good Steam trailer?
Launch trailer
Cuts gameplay material faster and changes the call: "Out now", platform logos, any launch discount. No new capture needed if the first session was planned well.
Cinematic trailer
Can be expensive and doesn't explain the game on its own. For most indie and mobile games we suggest using a cinematic opening as a 2–3 second hook in front of gameplay. The Per Regna growth video opens on a single planet in the dark, then cuts straight into the game.
Ad creative
The short, vertical sibling of the trailer: one promise, a strong first 3 seconds, titles that read on mute. Ads test a set of different ideas, not a single video: Testing game ad creatives.
On a tight budget
- Gameplay trailer (store page + YouTube)
- 2–3 vertical ad cuts from the same capture
- Launch version (release day)
- Cinematic or announcement (if the world is strong)
Not sure which you need? Send your game link and we'll suggest a video list with a quote within 24 hours: Game trailers.
Trailers and ad creatives cut from real gameplay, with a strong first three seconds and readable with the sound off. Vertical + horizontal, 15 / 30 / 40 s.
What’s in it 5
- Gameplay capture (we can record it for you)
- One promise per video: growth, adventure, alliance…
- 9:16 and 16:9, 15 / 30 / 40 s cuts
- Custom music + sound design, −14 LUFS
- With-sound and silent versions, end card and CTA
Frequently asked
1.Which trailer should come first?
For small and mid-sized games, usually the gameplay trailer, because it works both on the store page and in ads. An announcement trailer makes sense when gameplay can't be shown yet.
2.Do I need a cinematic trailer?
It helps story-driven games or games with a strong world, but it isn't enough on its own; players want to see gameplay. For most games, a short cinematic hook in front of gameplay is the more efficient choice.
3.What's the difference between a launch and a gameplay trailer?
A gameplay trailer explains how the game plays. A launch trailer cuts the same material faster and leads with 'out now', platforms and any launch discount.
4.Do they all need separate captures?
No. A well-planned capture session yields the gameplay trailer, the launch version and several ad cuts. Cinematic and announcement videos are the ones that usually need separate material.


