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BDeRbDaMaStA

Posted

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Hey PadeMoNiuM, I know you have been making videos for a long time, but have you ever thought of changing it up and having a more simplistic approach? Like for example, instead of the transitions into the videos throughout the theme, just make one transition and keep the video simple, like a minute? Similar to the other uploaders in the Windows vid section? 

Not saying you don't have great work, but I think it would be welcomed 

 

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Suhrvivor

Posted

17 hours ago, BDeRbDaMaStA said:

Hey PadeMoNiuM, I know you have been making videos for a long time, but have you ever thought of changing it up and having a more simplistic approach? Like for example, instead of the transitions into the videos throughout the theme, just make one transition and keep the video simple, like a minute? Similar to the other uploaders in the Windows vid section? 

Not saying you don't have great work, but I think it would be welcomed 

 

I would like that, for me the video snap going fullscreen randomly breaks the illusion of being a frontend. Also the video snap being trailers that show little to no gameplay is annoying, I want to see what the game is like, no get hyped with random cinematics but that's just me, my personal taste.

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BDeRbDaMaStA

Posted

5 hours ago, Suhrvivor said:

I would like that, for me the video snap going fullscreen randomly breaks the illusion of being a frontend. Also the video snap being trailers that show little to no gameplay is annoying, I want to see what the game is like, no get hyped with random cinematics but that's just me, my personal taste.

I didn't want to do a direct comparison, but yeah, similar to how Suhrvivor makes his, but with your own spin. 
 

The transition in and out really takes you out of the immersion. Just feedback, but I hope you at least think about it

PadeMoNiuM Prods

Posted (edited)

 

Thanks guys for your feedback, I really appreciate it.

I understand what you mean about shorter videos and more direct gameplay. I agree that this kind of approach can be useful, especially if the goal is simply to show how the game plays.

But for me, a cinematic theme has a different purpose. It is not only there to demonstrate the gameplay. It is there to catch the viewer’s eye, create atmosphere, make the interface look more attractive, and make people want to enter the game’s world.

Gameplay videos already exist everywhere, and of course they have their place. I don’t want to diminish that approach at all. But personally, if I spend time creating a cinematic theme, building animations around it, designing an intro, working on rhythm, transitions and atmosphere, I don’t really see the point of ending up with something that only shows basic gameplay.

At that point, it almost makes more sense to simply use a short gameplay preview. It can be clean, efficient and direct. But if the goal is to create a cinematic theme, then I feel it should fully embrace that direction. It should bring staging, mood, identity and a stronger sense of presence inside the interface.

About the fullscreen moments, I also want to explain that they are not random.

When I use fullscreen sequences, it is usually at very specific moments. They are chosen to emphasize an action, an impact, a camera angle, or a key moment in the trailer. They are part of the rhythm of the theme.

If I remove all those moments, the video may feel more “interface-friendly”, but it also loses a lot of its energy, pacing and cinematic impact. These shots are selected because they create tension, movement and atmosphere. They help the theme breathe, accelerate, slow down, and highlight the game in a more dramatic way.

For me, the fullscreen moments are not there to break the interface. They are there to create impact. They are like close-ups in a movie: used at the right time, they make the scene stronger.

 

The Need for Speed Unbound theme I posted after that actually shows exactly what I mean.

 

Try to imagine that theme without the editing, without the visual effects, without the rhythm, without the fullscreen impact moments, and with only raw gameplay footage instead. It would completely lose a big part of its appeal.The game would still be there, of course, but the atmosphere would not be the same at all. The energy, the style, the visual identity, the sense of movement… all of that would disappear. It would become much more neutral, much flatter, and honestly a lot less exciting to watch.And that is really the point I am trying to explain. Removing all the cinematic work around the theme is not just “simplifying” it. It also removes a big part of the creative work itself. The editing, the effects, the timing, the selected shots, the transitions — that is where a lot of the atmosphere comes from.

Of course, I can make a more gameplay-focused version by removing those cinematic moments and using more direct gameplay instead. I have no problem testing that. But I honestly think the difference will be very obvious. It will probably feel cleaner and more classic, but also much flatter in terms of atmosphere.

So yes, I’ll do the test with Forza Horizon 6.

 

I’ll prepare a more neutral version, with the theme animation, the car, and then classic gameplay footage, without dynamic editing, without fullscreen moments, and without any particular cinematic staging.That way, you’ll be able to really compare both approaches.The idea is not to say that one approach is better than the other. Everyone has their own taste, their own use, and that’s also what makes it interesting. This way, people will be able to choose what they prefer.But I also think the comparison will show exactly why I made these cinematic choices in the first place. When you remove the rhythm, the selected shots, the transitions and the moments of impact, you also remove a big part of what gives the theme its soul.

That said, if this is really what some people prefer, I can do it. Technically, it is not difficult at all. In fact, it would probably take me one or two hours less work.

But in that case, we are not really in the same creative approach anymore. It becomes more like a gameplay video placed inside a theme, while my approach is to create a real cinematic atmosphere around the game.So yes, I hear your feedback, and I’ll keep it in mind. I may make two versions in the future: a simpler gameplay version, without dynamic editing or fullscreen moments, and a cinematic version in my usual style.

But I also don’t want to erase what makes my work feel like mine. If I remove all the staging, rhythm and atmosphere, then I simply end up doing the same thing as many others.

And my goal is precisely to bring something different to the interface.

I think the test will speak for itself.

 

Edited by PadeMoNiuM Prods
PadeMoNiuM Prods

Posted

I really want to clarify one thing: my message is absolutely not a criticism of more traditional or gameplay-focused themes. There are creators who do that very well, with real skill in placement, readability, and integration within the interface.

It is simply a different approach.

On my side, I’m trying to create more of a cinematic atmosphere, with rhythm, impact moments, transitions, and staging. It is not necessarily better, and it is not necessarily for everyone, but it is part of my creative identity.And I actually think it is interesting that several styles can exist within the community. Some people prefer a more direct gameplay preview, while others prefer a more atmospheric experience. Both approaches have their place.

My goal is not to replace one approach with another, but simply to bring something different.

PadeMoNiuM Prods

Posted

Just to illustrate the difference between a classic gameplay-focused approach and a more cinematic one, I worked on a variation around Luigi’s Mansion 2 in 2024

Survivor’s version puts more emphasis on gameplay inside a window, which works very well for a direct presentation of the game. On my side, I wanted to push the atmosphere a bit further: Luigi is no longer just present on screen, he reacts, he talks, and almost becomes a little living character inside the theme thanks to lip sync and staging.

 

 

I had never shared this version here before because I didn’t want to offend or disrespect Survivor’s work in any way. I’m showing it now only as an example, to illustrate how different creative approaches can completely change the feeling of a theme.

This is not about saying one version is better or worse. It’s really about two different philosophies. One shows the game. The other tries to bring the player into the game’s universe.

And from now on, for my future shares, I’ll also try to include a more classic gameplay-focused version alongside my cinematic versions. That way, everyone can choose the approach they prefer: the more direct gameplay version, or the more immersive and staged version.

No jealousy here everyone gets their flashlight. 😄

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PadeMoNiuM Prods

Posted

 

I also wanted to mention something else: I said on Reddit that I would share my Forza Nostalgic Bedroom Collection.

Just to be clear, this one is a little different from a classic gameplay theme pack. It was designed to be multi-front-end and multi-support, because it’s entirely based on cinematic themes rather than gameplay footage.

So yes, sorry guys, no gameplay here. These are the themes I created and integrated into Nostalgic Bedroom, with an audio-reactive approach to make the whole thing feel more immersive and alive.

The collection is complete, with custom icons and cinematic themes that can easily be adapted to Hyperspin or other frontends.

Tell me what you think. If people are interested, I’ll share it.

 

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Suhrvivor

Posted

I guess we have different perspectives, nothing wrong with that, you like slow and cinematic, I like arcadey, fast and straight to the point. Different strokes for different folks.

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BDeRbDaMaStA

Posted

15 hours ago, PadeMoNiuM Prods said:

 

I also wanted to mention something else: I said on Reddit that I would share my Forza Nostalgic Bedroom Collection.

Just to be clear, this one is a little different from a classic gameplay theme pack. It was designed to be multi-front-end and multi-support, because it’s entirely based on cinematic themes rather than gameplay footage.

So yes, sorry guys, no gameplay here. These are the themes I created and integrated into Nostalgic Bedroom, with an audio-reactive approach to make the whole thing feel more immersive and alive.

The collection is complete, with custom icons and cinematic themes that can easily be adapted to Hyperspin or other frontends.

Tell me what you think. If people are interested, I’ll share it.

 

Thanks for your response and actually acknowledging the feedback I provided. I’m looking forward to your experimentation with your next video. Just a little bit of a backstory, I have been utilizing your themes as well as Suhrvivors themes for different platforms, for many years. Both of you guys have your own unique spin, and I’m happy that you guys make themes for the Windows platform. Besides you two, I can only think of two other creators I have seen in the last two or three years that have made good quality videos.

 

Now I personally, typically, prefer the direct approach regarding a theme for a game, as, in my opinion, its a nice introduction into what you are about to play. I do, however, understand your premise and what you’re trying to accomplish and respect it.
 

I like your FH4 and need for speed unbound themes when you release them a few years ago, and still use it to this day. 
 

But, once again, looking forward to your next cinematic theme. I do think the themes combined with BigBox really brings out the Front End. I just wish I had the skills to do the same, or you guys would release more videos lol.

You guys…. Please releases move Themes lol

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PadeMoNiuM Prods

Posted (edited)

3 hours ago, BDeRbDaMaStA said:

Thanks for your response and actually acknowledging the feedback I provided. I’m looking forward to your experimentation with your next video. Just a little bit of a backstory, I have been utilizing your themes as well as Suhrvivors themes for different platforms, for many years. Both of you guys have your own unique spin, and I’m happy that you guys make themes for the Windows platform. Besides you two, I can only think of two other creators I have seen in the last two or three years that have made good quality videos.

 

Now I personally, typically, prefer the direct approach regarding a theme for a game, as, in my opinion, its a nice introduction into what you are about to play. I do, however, understand your premise and what you’re trying to accomplish and respect it.
 

I like your FH4 and need for speed unbound themes when you release them a few years ago, and still use it to this day. 
 

But, once again, looking forward to your next cinematic theme. I do think the themes combined with BigBox really brings out the Front End. I just wish I had the skills to do the same, or you guys would release more videos lol.

You guys…. Please releases move Themes lol

We’re not that many creating themes, but I’ve noticed a few new creators starting to appear. And honestly, that’s great. I really hope they stick around, because some of them are already very talented.

Of course, there are also people who have been here for a long time. For example, @CTRL-ALT-DEFEAT has an absolutely insane collection of themes. I think he may have even created more than I have. 

And when it comes to arcade, the specialist is Sucra. His style is more classic, but it works extremely well, and people love it.

Less regular, but just as talented, there is also Klopero. When he gets involved, he brings a lot to the table and creates things you can only really find here, especially Japanese versions of game themes. A lot of experience there too.

It’s impossible to mention everyone, of course. I had tried to centralize some of this here:

 

 

 Thank you so much for your encouragement. See you very soon!

Edited by PadeMoNiuM Prods

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