Case study
Turbo Trials
- Role
- Game Concept, Asset Creation, Trailer & Marketing
- Year
- 2024
- Tools
- Game design, 3D/in-game assets, video editing, marketing
Turbo Trials — Teaser Trailer
The problem
A racing game built with my brother needed more than just working gameplay — it needed a concept sharp enough to hook players, real in-game assets to sell that concept, and a trailer and marketing push to get it in front of anyone at all.
The approach
Contributed to the game's concept and ideas, built assets used in-game, then took ownership of the trailer — cutting a teaser that sells the core hook fast: four distinct environments, unique hazards per stage, and a hard fail-state (hit three TNT crates and the run is over). Followed that with the marketing push to get the teaser and the game seen.
The outcome
A complete teaser trailer and marketing rollout for a finished, playable racing game — concept, in-game assets, and promotion all under one shared effort with my brother.
Design
Concepting a game hook and building assets that reinforce it, then cutting a trailer whose pacing sells the tension of the fail-state in seconds.
Technology
Hands-on in-game asset creation for a real, shipped racing game — build work, not just a pitch deck.
Strategy
A game is only as good as whether anyone plays it — took the trailer and marketing seriously as their own deliverable, not an afterthought.