Monday, September 25, 2017

Terra Nova's Next Move - Ask The Godfather?

New Millennium Game Board
Okay, I'm the first to admit that this blog is by no means a play-by-play documentary of the machinations Terra Nova has in mind for Millennium and beyond. That would take an encyclopedia of information and every minute of my time to document it in every minute detail.

As it stands now, Millennium is moving forward at a steady pace and scheduled to launch in November, as planned all along. A soft launch, because I can't go all out with multiple advertising and promotional outlets. Not that any of that will guarantee sales, which most likely it would not, but it's nice to dream that it could.

"Let's get real here."


Let's get real here. Advertising doesn't work that way. You have to win the trust of your potential customers first. And that comes about with great reviews, positive customer comments, influencers and key buyers who champion your product and help spread the word like wildfire, etc.

Besides, if you advertise without a good offer to back it up, you've got nothing really except a ton of money that goes into advertising with little results if any. In short, advertising is no magic bullet.

In reality, Millennium is now going through a developmental growth spurt and still in its second stage of prototyping, which means it's not ready for the consumer market, yet. And what is just as true, is that it must still undergo a good round of player testing before it reaches the point of putting it on store shelves.

"Advertising doesn't work that way."


That said, there's no reason why the game can't go on sale after another month of tweaking and more play testing (by family and friends). It will in November, but with very limited advertising and promotional support at that point in time. Anyone can buy the game if they find it either through The Game Crafter website, or this Millennium Blog. There is always a possibility that hard core gamers might take a chance on a game they've never heard of or know little about. Then again that depends on the landing page, for instance. And let's face it, proof of concept is everything.

I have to work it this way because I am only one person with limited resources. And inching Millennium along at this pace is all I can do right now. I have 6 other games I'm developing and in the middle of each of them. This stage of development takes time and patience to get through. Most of it is developing the artwork and game mechanics. Getting the core concept in place and tweaking it to the point of a working prototype with many details unresolved up to that point.


Back of Millennium Box
It would be so much easier with 2 or 3 people in the mix who could help me but I'm on my own and that's probably the hardest part. No regrets, though. Too many cooks can also be a nightmare. For now, I'm doing fine and plugging away at a steady pace with all the games in my queue.

Luckily, some of these games are much simpler card games, easier to design and play than Millennium. This game (Millennium) has grown and branched out even to the point of multiple expansions in the works because the concept and themes are far reaching.

The main difference in the current prototype is in the game's mechanic's, how it works and how it feels when you get to the end of the game. You want gamers to feel as if they are reaching another level and attaining their ultimate goal with a good sense of both tension and relief along the way.

Millennium in particular is a game of survival and sacrifice, so there is a sense of strategy and planning to achieve your goals as you journey from point A to B, on to C, and so on. You feel there is a sense that something bigger is at stake (besides your life) and you must go on against all odds.

It is this tension that must build to a climax and finally a resolution so that the game is successful at each level and beyond.

So far I've included many new playing cards, I solved the big problem I had with the train tokens because Game Crafter had discontinued some of the train tokens included in my game. My solution was simple enough. I found tokens that look like train cars (long rectangles) and included 5 in different colors to represent each of the train cars accordingly and assigned them each a score.

Engine Train Card
I think this works better than having the train in one color and still uses tokens that you can run on the train track north. It's a visual thing and by adding more cards (18) I can include some of the cards that were missing from the first prototype.

These new train cards are a bit of fun with hobo hitchhikers, dogs, and other sorts of strange humanity you might come across in an Apocalyptic setting such as this.

Levity is important, as you know in life and in gaming so I made sure to add a good mix of lighthearted happenings in the midst of all the turmoil. Not unlike real life, whereas Texas, Florida, Mexico, and Puerto Rico are experiencing their share of hardships even as we speak.

These events are certainly heart-breaking to say the least and hopefully each of us who has been more fortunate thus far can help in some way those in dire need. Please contribute to the Red Cross if you can. Every dollar counts.

If anything, events such as the devastating earthquakes and storms this month have been a wake-up call for so many who were already living in duress. Here in northern Florida, we had our own concerns and storm damages, but nothing like we've seen elsewhere.

We need to be prepared at all times and that's not always possible. Sometimes, carrying on is hard to do when loved ones and other families are in trouble. Our prayers are with the afflicted.

Please Help The RED CROSS

Speaking of the Red Cross, here is another one of the new cards I added to the deck. It's a mercy of sorts card if you can help a friend in need out of the rubble and help nurse them back to health before you continue your journey northbound.
Red Cross Token Card

This is not a coincidence, but thematic of the game and so I had included these cards originally. There are many other cards along these lines and as I have said, this Millennium game will only get better as time goes by because its themes are indeed a sign of the times ahead.

The Red Cross link above is real, however. Please visit their site and help however you can. I plan to give again soon and wish I could do more.

At any rate, I am pleased with the evolution of Millennium and I think it will be a great success. For me that means that the game itself works as intended and that a fair amount of interest will accompany its journey among other collectible board games you enjoy.
Tesla Token Card
There is so much more to say but I realize I must keep these posts short. Since I showed an update to the bottom of the box, maybe I'll talk about how I went about designing it and my reasoning behind each element.

You'll notice, there is a fair amount of tried and true sales techniques (gimmicks) used here. Namely, the free gifts, although they are a good quality and desirable. Remember, they are part of an offer that's been around since Cracker Jacks, for example.

You have to throw in the kitchen sink if you can. Take no chances and always make them an offer, as The Godfather said in a strained voice, "make them an offer they can't refuse."

More about offers next time.

Till then, stay safe and keep on gaming!



Friday, August 25, 2017

Game Box Design - How to Give Your Game Box Sex Appeal

Current Millennium Game Box Design

When it comes to your game box cover, think of it as a house with great curb appeal. When you pass by that house, it catches your eye and stands out from the rest. Your box cover is no different. It needs shelf appeal or sex appeal, whatever you want to call it, the cover of your box has to knock 'em dead at first sight.

Each game, of course is different and I can only talk about how I went about designing the Millennium box cover. But here are the basics you need to know about any design.

Audience demographics are key in determining what potential buyers specifically look for in a product or a board game, what kind of books they read, movies they watch, etc.

Keep in mind that there are always variables, however, you are looking to highlight the main concept of your story so when prospects are shopping for new games and if they have not heard of yours yet, the story that your box cover tells, speaks to them on a deeper level.

"I'll admit up front, I designed Millennium, especially the box cover to appeal to women."


I'll admit up front, I designed the Millennium game, especially the box cover to appeal to women. My reasoning for this is simple. Most board games are bought and played by men but women love to play board games too (numbers increasing) and by featuring a woman as the game's protagonist, it gives the game another angle from a female POV that young Millennial women can identify with.

When it comes to board games, that is rare and hopefully my gamble will pay off by appealing to women who know they matter. Millennium is not the first game to focus on women, of course. But it is one of the few that feature a woman as a fierce fighter and survivor. Women, after all, do not enjoy being objectified. Pandemic features a woman on its cover and has attracted many new buyers this way and so have other games.

That's not to say that males will not identify with this game, but instead, both men and women can relate to Millennium on another level. Besides, once you start the game, it is evident that men play a large role in the game as well.

I think that's the best of both worlds, plus it makes playing Millennium with both genders more interesting and certainly more engaging.



"Sure she's hot, (said the male chauvinist in me) but more importantly, she's in control and she is powerful."


Okay. we need a woman on the cover. Not just any woman, but a woman with an Uzi sub-machine gun. Wow, she's in charge! Sure she's hot, (said the male chauvinist in me) but more importantly, she's in control and she is powerful.

Millennuim's Andrea Poster (Artwork from DeviantArt)
These are characteristics that appeal to modern women and let's not forget this story is set in the year 2158. If history is any indication of female power and influence, it is safe to assume that women have certainly come out of the dark ages and into positions of power and self reliance.

One look at the Millennium cover and it spells, future along with all its uncertainties. What will Earth be like 140 years from now? Its government? Its military? It's religious beliefs?
Society at large?

If you don't feature a woman on your game box, make sure to feature and focus on your protagonist, or the star of the game. It doesn't have to be large, (but can be) but it must be the center of attention. Include all the important elements (2 or 3) that tell an exciting story at first sight.

Don't clutter the front of the box with too many details. That's what the back of the box is for. Think of the front cover (top of box) as an advertisement with a primary focus on the star of the game. Keep it simple and use powerful images that enhance your story. Stick to theme and concept.

Right now this Millennium game box could change altogether, meaning I might try a close-up of Andrea in an action position with the bright cityscape in the background.

Anything goes and it's a matter of experimentation at this point. For this box, I opted to focus on the landscape and the futuristic world with Andrea as a secondary focus. I want to immerse gamers into this unknown world right away. But if I can find artwork of Andrea in action, I'll post the alternate box to compare. (More about DeviantArt later.)

To briefly summarize this cover, I was aiming for something hopeful. I wanted to say or to convey that Earth's future will be bright despite so many societal upheavals, wars, and racial tensions that (man)kind has wrought upon us throughout the generations.

Despite the evil misdeeds and all the destruction that comes with it, humans, both men and women have managed to survive and hope to thrive into this new Millennium. Now, and beyond the ages.

Amen to that.

First Prototype of Millennium Game Box
Here's a shot of the first prototype box. Notice the printing is a bit off and the word Millennium and the ribbon have to come down about half an inch. ( I think this was a mistake on the printing end. My specs seem ok).

It's not a good photo without flash and lost its contrast here. The actual box is printed a bit too dark but otherwise shows great contrast and sharp. The colors are quite good and vibrant.

I'm working on tweaking this entire box design for another try at a better prototype soon.

So far, I'm very pleased with the results from The Game Crafter. I'll post a full review of this first prototype next time. Overall I'm very happy with how the whole game looks at this point. Stay tuned for that article because if you make games of any kind on The Game Crafter, you're going to want to hear this.

If you're working on a new game and would like it featured here, please send me your photos and a brief article about how you went about your design and I'll post it here.

Next Time on Board Game Nerd Alert:

* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *

Next Post, I want to show how easily I go about designing a 3-D looking box like the one above on Photoshop and all the cool tips and tricks to make it look like the real thing.

Friday, July 28, 2017

How To Stay In The Game

Overcoming Your Setbacks

There's no getting around it. Just when you see the finish line, it turns out it's a mirage and the end is really no where in sight, or so it seems.

Ever get the feeling that succeeding and meeting your goals is an illusion? Don't despair, you are not alone. Most of us set goals and often find ourselves in the middle of the desert with no water in sight.

Yes, life is tough and often the unexpected hits you right between the eyes more often than not. Here's where the line, 'Believe in yourself,' comes in. Or to be exact, believe in your idea.

Ideas come to us in so many ways and by so many means. They come to us in dreams, in the shower, during moments of reverie, upon awaking, in the news, via images or comments we've seen or heard throughout the day. Sometimes good ideas just happen to us while we are in the middle of something else.

Believe in Your Idea


The important thing is to recognize that the idea is good and marketable. Don't worry about how you're going to get there, just start moving towards your goal, one step and one day at a time. You're going to come across problems and obstacles, of course, because there's no easy road to success and in reality the road to success is usually paved with epic failures.


The difference between people who find success and those who don't is in how you process your failures and setbacks. Do you give up on an a good idea because it is difficult to achieve? Because you've stumbled into an obstacle that at the time seems insurmountable.

If this sounds like a pep talk to myself, well, you could be right but it is far more than that. It is a process of reaffirming everything you believe and everything that you are hoping for in your venture. Because getting to the finish line is half the fun. Finding your way through the labyrinth is part of the journey.

This past week I cheerfully opened my email as I do every morning, only to find an email with hard news, to say the least.

One of the parts to my game (Millennium) had just been discontinued. That means that supplies of this particular part are low and once those parts are all gone, they are no longer available. And that means I will need to find a similar part to take its place, or eliminate the part and its mechanics, along with its intended effect and re-do all the artwork and instructions that went along with it and so on.

A small nightmare. My first thought was that this was an inevitable end to Millennium because this part is integral to the game and in many ways the game is structured around this particular part, which happens to be multiple parts. In this case, a set of five train cars.

Quitting did cross my mind, but not for long.


Sure quitting is an option. Sometimes quitting is necessary because it will save you countless of man-hours and dollars spent for almost nothing to show for, except for an extrapolation of an idea, which might lead to something better than your original idea.

Hmm, not a good trade off after six months of hard work. So it's back to the drawing board to see if I can save Millennium. For now, I will exchange the wooden train cars with flat tokens. That will have to do unless The Game Crafter keeps these parts, which they will not.

What to do? Don't panic. It's not the end of the world, although it feels like it at times, but it is an opportunity to make the game even better. At least that is what I'm telling myself.

I'm not happy replacing these parts with tokens but it will have to do because I checked with TGC and in fact they are going to discontinue these parts. Lucky me. Good thing this is just a prototype.

I'm still ordering the prototype this coming month to see how it all plays out and I hope to find a better solution. Although I know that not having these parts diminish the game in so many ways. I mean the parts were very crude wooden parts anyway with no detail and ideally I want metal parts with great detail, similar to the Monopoly game. I know, dream on.

I could set out to cast these metal parts myself (by the thousands) if I need to but it's way to early to tell. Once I get the prototype in house and play-test it, I'll have a better idea whether to find a die caster to make these train cars or just scrap the train idea altogether.

I doubt that scraping the trains is a good idea. I'll just have to dig a little deeper and either find these parts elsewhere or manufacture them myself. It's a heck of a spot to be in after eight months of work.

No worries. I'll figure out something great.

Fingers crossed.

(This is where I sob and utter the dreadful words,  Good riddance cruel world!)


Friday, July 14, 2017

Video Teaser Secrets - A Crash Course

Video teasers for your board games are important because you need to bring viewers and players into the world you have created. Once we put gamers inside the this new world, we must give them an emotional reason to stay there and an end goal to accomplish.

Think of board games or video games just like a movie or a good novel. We need to immerse viewers, readers, gamers into an unfamiliar world and we must strive to give them something or someone to root for.

Millennium Promo made with Filmora
Teasers are all about teasing viewers or in other words, enticing them with a scenario they want to be in and take part of or a character they would like to play or pretend to be.

It's a tall order for a short 30 second teaser, but it is precisely the teaser's brevity that really helps hook viewers because when a teaser is done right, it leaves them wanting more.

How do viewers get more? They visit the game website, they become curious, intrigued, and inspired to buy the game to see how it all plays out. The bottom line is simple. They know something about the beginning of this game and after seeing the teaser (or a longer video) they become more curious and consequently they need to experience the ending of the game. It's like an itch they need to scratch.

Let's break down the process of
creating an effective
30 second video teaser.

1. Your opening image or text should provoke questions or make viewers curious to find out more.
2. Follow with images that build your story.
3. Introduce your hero and his or her quest.
4. End your video in a fresh or unexpected way.
5. Don't give away the ending.
6. If possible include a free promo offer.

Like I said, this list is a tall order to fit into a 30 second teaser but it can be done, of course. First gather all the images you're going to use (about 15 to 20) and upload them to your favorite video editor. I recommend either iMovie, Windows Movie Maker, or Wondershare's Filmora.



Get your images in sequence and set the timing of each image accordingly. Give viewers enough time to process an image (about 1 or 2 seconds). Based on these time limits, 30 images would run for about 30 seconds. Although, most images should run for less than a second.

Make sure that your sequence of images tell a story or part of your story to be exact. Your story line can be linear or random. The point is that by the end of the video, viewers are intrigued enough and inspired enough to click for more because you have teased them just long enough for them to want to know the rest of the story or the end of the story.

Keep in mind that it's all about emotions. Your video should strive to evoke emotions and to provoke questions. You must keep your story a mystery. Reveal too much at your own risk. Remember this video is just a tease. It must raise questions, not provide answers.

Too many details will ruin your video. Keep it vague with a sense of mystery. Provoke thought and inspire viewers to click for more because they need closure.

For an in depth overview about producing effective videos, visit
Book Teasers Pub for much more.

Saturday, July 8, 2017

The Secret To Branding Your Board Games

Okay, let's keep this simple and to the point.

Branding is Positioning. Period.

Positioning is how consumers perceive and relate to your product or service.

BAYER aspirin is known as, The good for your heart medicine.
TYLENOL is known as, The strongest and safest pain medicine.
TIDE is known as, The most effective stain remover.

Each of these products is known for something they do specifically. Getting specific is the secret to strong branding because narrowing your market is far more effective than trying to be all things to all people. (Write that down.)

Book publishers have mastered the art of branding and the use of trade names with imprints. Imprints are segments of a publishing company that focus on a particular consumer demographic.

For example, Viking is an imprint of Penguin Group. Viking's brand focuses on consumer demographics for those who prefer good non-fiction such as biographies, historical, and contemporary stories.

Great! So how do you apply branding to board games?


If you plan on being a board game publisher, you must develop a mission statement of sorts for your games. For example, in my case (since I cannot speak for other publishers) when I started planning for Starship Games, I was focused on branding futuristic games or board games with space themes.

My reasoning behind this was that I wanted to put a positive spin on the future of Earth. I think most of us are cynical by nature and pessimistic by habit, so I wanted to turn that around and market games that focus on good and positive things as opposed to just war and destruction for the sake of sensationalizing events on a battlefield.

In fact my first space themed game was Warpd! This is a time-travel game with a positive twist. While this game is still in the development stages, I believe it will be more popular than Millennium, my second space or future-themed game.

While I love the Starship Brand (which happens to be the name of my graphic design business) I thought it was not specific enough and the word STAR reminds consumers of Star Wars, which is totally way too fictional and far-fetched for my taste so I changed it to Terra Nova Board Games.

What I like about Terra Nova, which literally means New Earth (Latin) is its inherent positive message. So there it is. You can't get more positive and more hopeful than a new Earth.

Of course, during the Apocalypse there is widespread destruction. That's the nature of the End of Days theme but the outcome, the end game (if you will) is the re-building of Earth into something new and better than before.

Let's keep in mind that the Apocalypse or Revelation (revealing a mystery) is historically Biblical. Obviously this is a heavy topic and should not be toyed with in my opinion. My goal then is to present these events as accurately as possible without going into detail. Why? because the details are too frightening and off-putting.

New logo (unfinished)

These are games, after all, so I must keep them historically relevant but relevant on the light and bright side.

Millennium is all about surviving a nuclear war. The details about nuclear war or how we got to that point are not relevant to this story. They are a part of the story (background information) that is left off screen because in this case, less is more.

Notice the tag line for this new logo. The dawn of a new age in gaming.

The purpose of your tag line is to sum up the mission of your brand. In this case, the tagline plays off the image, the dawn of, or something new in gaming.

If your branding does its job, it should convey to consumers that you have something different and something new to add to the gaming industry. Otherwise why would consumers bother looking into your games if they don't offer something they have not seen before.

So branding with the name Terra Nova, now serves a more specific purpose. It's all about a New Earth. That's the end game and Millennium is a good place, a good name to start with because we are not far from the start of the new Millennium (2000). Seventeen years into the 21st Century.

As you can see, your branding must encompass a wide spectrum of ideas but it must focus on a small segment of the population so it is distinctive enough to stand out, seem meaningful, and get noticed for the right reasons.

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I would love to write about your branding experiences here so if you have any questions about branding your games or other products, send me an email and I'll write a post about your branding idea and how to fine tune it for maximum effect.


Friday, June 30, 2017

The Importance of Themes in Board Games

As part of my continuing Blogumentary of the board game, Millennium, I'm now only days away from ordering my first prototype. It's funny how deadlines push you closer to your goals and the design of this box has already gone through about a half dozen different covers in a short six months.

As the game evolves, so does everything else along with it. Hopefully this will be the last design change before the game goes into full production mode in the coming months. It is a long process regardless of how you slice it.

First Prototype Design - Dark with a glimmer of hope.
The first box design was simple and way too dark. The mood I was trying to evoke was darkness and the end of something, End of Days.

As the game evolved I did an about-face and decided to focus on a new day and a bright future as opposed to a dark past and so all the colors and tones had to change accordingly.

As you can see with the latest design, it feels like something hopeful is on the horizon and that is by far a better outlook for the game.

The game went from a pessimistic POV to an optimistic one and I think that will give it the legs it needs to grow as quickly as possible.

Who can say what will be but I think it's a good bet to focus on the positive as opposed to lingering in darkness. This thought also led me to a stronger hook for the theme of the game and I was able to latch on to the new Millennium, being the year 2000 in this case because placing the game in the year 3000 is quite a stretch.

So in essence, the themes of the game build upon the year 2000 or Y2K as it was known at the time. For those of you who were too young at the turn of the new Millennium, there was some tension about everything digital and how computers, or more accurately, how certain processes governed by computers would adapt to this odd number.

Current Design - A hopeful future is already here.
Luckily, all the points of major crisis were successfully averted and the world went on functioning virtually without a hitch. Without a hitch until the year 2001 of September 11, that is. When 9/11 happened, the world and especially New York City, would never be the same.

It is on these themes of world destruction and world domination by ruthless and evil dictators and megalomaniacs that this board game hinges upon.

"You can't interest people in something they don't
give a damn about."

Quite a heavy topic but a most relevant one indeed. And that's hard to top. Global themes are here to stay for obvious reasons and apparently so are board games. That being said, it's my mission with Millennium to not only bring these themes to light but to shed some light into these dark and foreboding ideas and to provoke positive thought and hopefully positive change.

All that about a board game? Sure, why not? One of the most important checkboxes you need to check when it comes to product design is the product's relevancy and importance to consumers. Things have to matter so that people will care. It's just that simple.

You can't interest people in something they don't give a damn about. It won't work. Everyone is interested in global peace and a positive future so hence this game was born from that idea. Actually it's an old Hollywood trick. You build something around a name or a title not the other way around because certain titles or words have implicit themes built right into them.

It's known as a high concept in Hollywood

In this case I was searching for a word or name with a global theme and Millennium came to me instantly. Once I had the name, everything grew from there.

Certainly I'm not in favor of gratuitous violence in any way as so many video games or board games exploit this to every degree. Any acts of violence in this game are born strictly out of self defense and self preservation, survival.

When the Apocalypse comes in the Biblical sense of the word, it is literally every man, every woman and every child for themselves. Each of us must learn to survive however we can because those who have protected us in the past might not be around for us at the time.

So yes, themes are meaningful to stories and to board games just the same. They must be because without a strong central theme plus minor themes and subplots to support it, the spine of your story or game will not work.

Imagine something without a spine. An animal, a human, a story. Themes must act as strong yet flexible spines where you can attach everything so that it all makes sense.

A strong central theme is the most important structural element for your game.

Don't be caught dead with one.

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BTW, you'll notice a woman in Apocalyptic attire holding an Uzi on the cover and a train in the distance. A no-brainer. Pretty women with guns are a surefire bet.

Also, I forgot to mention that I put together a short teaser for Millennium. It only runs for about 40 seconds and this one comes with quite a kicker or should I say quite a blast at the ending. Still tweaking it but I'll post it soon.

Come on back for that because it's pretty funny.

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If you're enjoying this Blogumentary about the making of the board game Millennium, you can subscribe to this Blog or leave a comment below or in the Forum. (See the link above on the right.)

Your comments or questions are always welcome.

Thursday, June 15, 2017

Millennium Board Game Trailer - Filmora, Behind The Scenes


It took me about 2 hours to put this video together (images and clips) and about a week to tweak it. That's the way most videos go. They are a process of elimination, trial and error.

Overall, I'm very happy with the results, although I wish this software wasn't so buggy. It tripped my computer several times and sometimes the timeline wouldn't sync with the music track so I had to close the program and reboot it.

It's not my first experience with Filmora from Wondershare but for the price ($59) I think they have a lot to offer. Previous to this software I had mastered Windows Movie Maker, which is not saying much but I had bought a batch of filters and effects for it and I was happy with the results. For me it was easy to use and I had memorized every shortcut and was able to produce videos in no time.

I still miss some of its features, like panning to any corner you wanted and being able to add up to 7 motion and special effects at the same time. The WMM Greenscreen was a bit glitchy but pretty decent overall. WMM had its good and usable features but lacked the array of filters and overlays that Filmora offers.

While I like to keep things simple,
I'm a sucker for special effects.

While I like to keep things simple, I'm a sucker for special effects whenever a scene calls for it. Like most software packages, Filmora comes with hundreds of effects and many overlays that are mostly suited for advertising or home movies.

What I really like and find useful are the static TV Filters and a good number of Cinematic effects and Lens Flare Filters. In this video I needed to show a series of events in the past and then transition to images of the future to setup the reveal shot for the Millennium logo.

To get those effects I made a short newsreel footage of events using the Static TV Filter (there are 5 different filters to choose from). They worked perfectly for the effect I was after. I could have added some film grain and other similar effects but since this was a flashback reel it wasn't necessary because it went by so fast.

The 7 images are set to .5 seconds each so they go by in a flash but you get the feeling of time lapse and what I'm trying to convey.

Here's a close-up screenshot of the actual Timeline with the images in the video.



The Filmora interface is fairly easy to work with and with limited practice you can put a video together rather quickly without too much effort and get some amazing results.

For me, Filmora's biggest drawback is the lack of panning and zooming filters. Panning is so important because it simulates camera angles and zooming is useful for establishing shots or pulling back to reveal a specific part of an image or scene. Without these effects at the proper speed, your video lacks a cinematic feel.

Am I asking for too much? I doubt it because I can think of dozens of effects I wish I could trade off for the ones I really need that already are included with this software package. I'm sure I can buy the effects I need separately but I haven't looked into that yet.

I had also considered using Sony's Vega Movie Studio 13 but I found it a bit technical for my taste. Otherwise it's a very good choice too.

I just needed to get this video finished so I can move on to other things, which I suppose are equally important. There's just so much to do and only about 18 hours a day to work with.

Let me know what you think of this video and if you have any questions about some of the effects, I'll be happy to Post about it next time.

If you're having trouble putting your videos together I have another blog dedicated to that entirely. You can read all about book trailers and video teasers here:
Book Teasers Pub, Book Trailers and Videos