For the first Dishonored 2 Gameplay Trailer, the Brand team wanted to capture the vivid imagery of what we’d done for the Drunken Whaler– and I was tasked with conceptualizing the asset from the ground up. I worked closely with Harvey Smith at Arkane Studios and the Brand team at Bethesda to pinpoint our goals and find a shared vision. Then I narrowed down our options for a cover song, and found the most inspiration from Fleetwood Mac’s Gold Dust Woman. The lyrics fit in an abstract sense that also gave the artistic detail of the game some emotional context.
I worked with Copilot studios again to re-imagine a cover that channeled the familiar eeriness of the Void, while using instrumentation that defined the new setting of the game. We went through many iterations, including different singers, (some more well known than others) until we found the right voice.
I wanted to find the right shots to edit a piece that intrigued people. It’s driven by the song, and I kept much of the cuts off beat and the action on to give the viewers an unsettling feeling, meant to carry their attention. It was particularly challenging at this stage of development, but the game is gorgeous and we received a lot of positive response to both the trailer, and the song.
For the second Dishonored 2 Gameplay Trailer, we always knew it would highlight Corvo. But this time, it made sense to tease more of the story since the game was revealed, rather than just build intrigue with prettiness and a glorious 70s cover. So I scoured the game for the best lines that would build into something of a narrative, and we switch focus to Corvo. I had the privilege of working directly with Daniel Licht to design a original song that would hit certain beats in the trailer and work with the mood and tone. Needless to say, I was thrilled with how it all came together.
Dishonored’s stand alone DLC, The Death of the Outsider Launch trailer
Dishonored 2 is one of the best examples to showcase my expertise in game capture.
Using gameplay systems, I figured out how to combine them into entertaining solutions.
I carefully planned and produced a play through of a level to show how the game allows for non-violent solutions.
A play through of the same level meant to show how destructive and brutal the game allows players to be.