To mock up my trailer concept, I used Photoshop to illustrate a simple storyboard.I really like the way that it has come out and I think it successfully portrays my idea of a 360 video.
- The viewer sees a blank blueprint, on which lines start to get drawn to eventually make up the exact plans for a tank
- The viewer then starts to see pieces of tank get banged together. Pieces of tank get built around the viewer, as they get put inside of the tank being built, which is more effective as a 360 video
- As the viewer looks around the crew start to appear and start to work on staring up the tank. Sounds start to creep in of engines and loud explosions outside the tank
- The camera moves over to the window, allowing the viewer to look out and see that they are now moving across a battlefield, seeing other tanks outside moving alongside you and firing shells
- The camera pans back inside the tank and the viewer sees the crew shouting and moving around the tank, creating a real feeling of being in a warzone
- A crew member loads a shell and the camera pans to the inside of the barrel, allowing them to see the shell get fired out of the barrel
- The camera then pans up out of the barrel, showing the battlefield out in front of the tank. The camera continues to move upwards into the sky, panning down and giving a birds eye view of the battlefield with the World of Tanks logo appearing to have been carved into the ground
I think that this is a very strong idea, and I think it definitely fits in with my initial thoughts about keeping in tune with the game, and creating an experience that mirrors the technologically/statistically accurate, and true to life aspects of the game. I also think that this would be a more successful trailer, as the 360 aspect makes it far more interactive, and therefore far more enticing to the viewer; especially if they have a VR headset, although they do not need one to see the video. I think the idea of placing the audience inside a working tank, in a war zone, creates a more personal experience and in turn, makes it even more engaging, and hopefully drawing the audience to continue through to the website and eventually sign up to the game.
As for the website, when the audience come to the site the trailer that I have mocked up would ideally be the first thing that plays, immediately immersing the viewer in the experience. When the video ends, and the last scene is showing with the WoT logo on the floor of the battlefield, this would then become the header for the site itself, with buttons appearing to replay the video, to sign up or log in, or to scroll down into the site. As for the design of the site itself, I chose to create a static mock up in Illustrator, although if the site were to be made live I would want to include parallax scrolling elements, with the imagery and text moving in from the sides of the screen. I took aspects and colours from the existing site, although I wanted to make the site a lot simpler than the existing one.
Rather than include news and lots of information, I chose to take 3 key parts of the game and split them into three, simple and bold boxes the appear beneath each other as the audience scrolls through the site. The first simply being an explosive, attention grabbing image and the information that the game is free to play, with a large call to action button where the audience can sign up. The next section is about the Tankopedia. This section is interactive, whereby the audience can see 3D renders of different tanks in the game with some of the important statistics about each tank placed below. Information is displayed about the tanks and the viewer is able to move the tank around, and also scroll through to more of the tanks available in the game. The final section is a simple part about the WoT community and the social side of the game, with information about the amount of players, links to social media such as Twitch and Youtube, and a video player so the audience can view game play examples straight away.
I think this mock up is very successful, and is much stronger than the game’s existing site. I think the interactive aspects of my site help to make it much more engaging, and help to draw the audience in more successfully, encouraging them to actually sign up and download the game. I feel I have done well to keep true to the brand, whilst simultaneously creating a design that is different enough, and simple enough to work as a new, strong website design. I also really like my trailer concept, and I think that the way that it seaways seamlessly from video to website is strong, and helps to create a more flowing, engaging experience for the audience. Overall I have really enjoyed working on this brief, much more than I thought I would, and I feel I have come out with a strong and evolved outcome.