Setting Up Multiplayer for Your Gameplay Trailer
The biggest problem people run into when recording co-op gameplay trailers is getting both players on screen without making it look like a mess. You're not just recording one camera feed anymore. You're stitching together two different perspectives and hoping they look intentional instead of accidental. I spent three weeks trying to get this right for a mid-tier indie title. The final export took me six hours total because of sync issues I couldn't have predicted from any tutorial. What follows is the method that actually worked.
Crossing Gameplay Trailer Co Op
Here's the workflow I ended up using across multiple projects. It's not the only way, but it's the one that gives you the cleanest result without requiring a full motion-capture rig or a dozen people helping you. Start by running the game twice simultaneously on the same machine if your hardware can handle it, or on two separate PCs connected over a local network. Each instance records its own raw footage. You don't composite anything live. You do it all in post. The critical piece most people skip is frame-accurate synchronization. If you just hit record at the same time on both machines, your frames will drift. Even a 30-millisecond difference compounds quickly. I use a simple clapper method: one player starts the sequence with a visual marker, like pressing a key that makes the character jump or flash. You match those markers in your editor. That takes about four minutes and saves you two hours of manual scrubbing later.
Once synced, you composite the two feeds. I typically use OBS for capturing, then move to DaVinci Resolve for the actual edit. The splitting strategy matters. If you divide the screen down the middle, both players feel equally present. Side-by-side works for wider games. Overlapping with one player slightly offset in the corner is cleaner for close-quarters co-op where you need to see both characters' positions relative to each other. I avoid picture-in-picture because it looks like an afterthought and makes it hard to read what's actually happening in the smaller frame. Audio is where this breaks most often. Both instances are recording system audio and mic audio independently. When you layer them, you get phase cancellation and an eerie warbling effect that makes the whole thing sound amateur. The fix is straightforward: disable microphone input on the second machine and route all voice communication through Discord or Zoom with the game audio muted on that end. Only one machine records game sound. The other machine records video only. This cuts your audio sync headache down to a single track to worry about. Color consistency between the two recordings is another invisible problem. If one PC has a different brightness setting, gamma, or color profile, the two halves of your trailer will look like they came from different games. Before you record anything, pull up the in-game screenshot tool on both machines side by side, note the settings, and match them exactly. Save a profile for each game. This step takes maybe ten minutes but prevents an hour of color-grading work later.
Get the Full Details

For the actual trailer structure, I recommend starting with a two-second shot of both characters standing still, then cutting into the first action beat. That establishing moment tells the viewer immediately that this is co-op. Without it, people scrolling past assume it's single-player with NPC partners or AI companions. The distinction matters for your audience. The main limitation of this approach is that it requires you to control both players or have a second person who can reliably perform the same actions in sync. If you're the only one playing, you're recording turn-based sections and stitching them together, which introduces timing inconsistencies that are noticeable when you watch it back. For fast-paced titles, this method falls apart unless you have someone actually playing with you in real time. In those cases, a single capture running split-screen natively in the game itself is usually the better call. Check whether the game has a built-in local co-op split-screen mode first. It's almost always simpler than wrestling with dual-record-and-sync. Export settings depend on your target platform. For YouTube trailers, 1080p at 60fps with H.264 compression is standard. If you're going for higher quality or plan to rescale later, export at 4K regardless of your source resolution. Upscaling from 4K source gives you more headroom in post than downscaling from 1080p ever will. Render at the highest bitrate your storage can handle. I use a constant quality setting around CRF 18 in x264. It produces larger files but preserves detail in fast-moving scenes where compression artifacts show up most.
The whole process from raw footage to final export usually takes about 90 minutes for a 60-second trailer if your sync is clean. Expect it to take significantly longer on your first few attempts. The first project I ran through this workflow clocked in at four hours because I hadn't matched the color profiles and spent the entire afternoon fixing the audio drift. If you're dealing with a game that doesn't support external co-op or network play, there's not much you can do beyond recording solo and editing to imply multiplayer presence. It's possible to fake it convincingly with careful cropping and pacing, but it reads as misleading if marketed as actual co-op. Be honest about what the footage represents. Viewers can tell when you're stretching the truth.
Practical Considerations Before You Start
Make sure your game actually supports online co-op or local split-screen before investing time in this setup. Many titles advertise multiplayer but only have it in specific modes. Check the platform store page, Reddit threads, and Discord servers for the game. The developer's documentation is usually the most reliable source but also the hardest to find. Storage space is another factor. Raw 4K footage at 60fps from two sources simultaneously will fill a terabyte quickly. Plan your drive layout ahead of time. Keep source files on an SSD, render to an HDD, and don't mix the two. Running out of space mid-export is a genuine nightmare that nobody warns you about. Finally, consider whether a shorter clip might serve your purpose better. A 15-second teaser focused on one clear co-op moment often performs better than a full trailer that tries to showcase everything. The algorithm favors retention, and retention favors brevity. Test both lengths and let the numbers decide.
