Gaming clipping that makes games travel.

Your studio already films more than it posts: the trailer, the gameplay capture, the dev stream, the esports final. We cut those into native clips, post them where players scroll, and count every view. Footage you already own becomes reach you can measure.

  • Game and talent tracks, every release
  • Curated clippers matched to game feeds
  • Verified views, raw data in every report
  • 20 to 200native clips per source
  • 1 business dayto a breakdown and a quote
  • 100%disclosed posts, verified views
  • 0files posted twice

In short

What a gaming clipping service actually does

A gaming clipping service turns your existing footage, trailers, gameplay captures, dev streams and esports VODs, into short native clips for YouTube, TikTok, X and Reels, then distributes them so players discover your game. A launch measured in players reached, not screenshots of a dashboard.

  • Software records, it does not choose Medal, OBS and Bandicam trim on your own machine. They do not pick the beat that earns a pause, and they post nowhere new.
  • The beats that stop a scroll The reveal, the mechanic, the boss fight, the reaction.
  • Genre-sorted feeds Our curated clipper network posts by genre: an FPS clip lands on FPS feeds, a cozy indie where that crowd scrolls.
  • Verified views Every post is tracked and every view checked before it reaches your report.

Two tracks

Two libraries in every game: the game and the talent

A single build is not one asset, it is two. We clip the game track and the talent track and send each to the audience that moves a different number. The talent track overlaps with how we work for streamers who play your game.

01 / Game track

Game track

Trailers, gameplay reveals, cinematics, patch highlights and launch beats. The game itself, cut into clips that sell the look and the feel in the first two seconds.

  • Reveals, mechanics and boss moments, one hook per clip
  • Reframed and captioned for sound-off feeds
  • Embargoed clips held to the date you set

02 / Talent track

Talent track

Developers, community managers, voice talent and esports players. The people around the game, cut into clips that build the community that keeps a title alive after launch week.

  • Dev diaries and behind-the-scenes, one point per clip
  • Esports VODs and community moments, cleared and credited
  • Posted where your genre already gathers

How it works

How a gaming clipping campaign works

One upload per source. The rest is a planned wave timed to your beats, not a burst. Here is how a campaign works, step by step.

  1. 01

    Content breakdown

    We watch the full footage, mark the moments with a hook in the first two seconds, and shortlist 15 to 40 clips depending on length and how much happens on screen.

  2. 02

    Native cuts

    Each clip is reframed, captioned for sound-off viewing, paced and covered for its platform. Your key art and brand kit apply so the feed stays on-brand.

  3. 03

    Matched distribution

    We select clippers whose audiences play your genre, then schedule the wave around your beats: reveal, beta, launch week and the weeks after, staggered by platform.

  4. 04

    Count, report, adjust

    Every post is tracked from the minute it goes live. You get verified views, engagement and the clips that moved players. The next drop is cut with that data.

See this plan for your own content.

One link. The moments we would cut, the clippers we would match, the quote. One business day.

Get a quote

Formats

Game formats we clip

A trailer is the easy case. We also handle the game-native formats most clipping services quietly skip.

  • 01

    Trailers and reveals

    Announcement, gameplay and launch trailers recut into platform-native teasers that point to the wishlist or the store page.

  • 02

    Gameplay captures

    Raw gameplay mined for the moment a mechanic clicks, a boss falls or a run goes wrong, cut as a standalone hook.

  • 03

    Dev streams and diaries

    The two-hour dev stream nobody rewatches, mined for the five minutes worth posting while the topic is still warm.

  • 04

    Esports VODs

    Match VODs and tournament streams cut into plays, upsets and crowd moments, cleared and credited to the players and teams.

  • 05

    Patch and update beats

    Season drops, patches and events turned into short before-and-after clips that bring lapsed players back to the game.

  • 06

    Back catalog

    Old trailers, streams and footage re-clipped and re-released. The library you already recorded becomes a second pipeline.

Where the clips go

Where gaming clips go

Gaming short-form lives on YouTube and TikTok first, where players scroll for the next thing to play, then X for takes and Reels for reach. Each platform wants a different cut, so a YouTube Short, a TikTok and a Reel are separate edits, not one file posted everywhere.

  • YouTube

    YouTube

    Shorts that feed the algorithm and send viewers to the full trailer, dev stream or VOD on your channel.

  • TikTok

    TikTok

    Where a game can go from unknown to wishlisted in a week. Fast hooks, trending sounds, the comment section as a hype thread.

  • X

    X

    Reveals, plays and takes. The clip that gets quote-posted into a player's timeline and starts an argument.

  • Instagram Reels

    Instagram Reels

    Cleaner cover frames and key art for reach beyond the core audience, built to be saved and sent to a squad.

  • Twitch

    Twitch

    Clips cut from streams and reposted to the vertical feeds, so a live moment keeps traveling after the stream ends.

Themes

Game genres we cover

Clippers are grouped by genre. Your clips are posted by accounts whose followers already play your kind of game, the same way our YouTube clipping matches creators to niches.

  • FPS and shooters

    Reveals, gunplay and clutch moments. Clips that FPS feeds replay and argue about frame by frame.

  • Battle royale

    Drops, wins and chaos. Clips built around the one moment per match that is worth a share.

  • MOBA and strategy

    Team fights, patch shifts and meta takes. Clips for players who follow the competitive scene closely.

  • RPG and story games

    World, characters and choices. Clips that sell atmosphere and send viewers to the wishlist.

  • Survival and sandbox

    Builds, bases and emergent moments. Clips that show what the game lets players make, not just play.

  • Racing and sports

    Near-misses, finishes and ragdolls. Clips that travel on reaction, no genre knowledge required.

  • Indie

    A hook, a mechanic or an art style. Clips that give a small team the reach a marketing budget would buy.

  • Mobile

    Fast sessions and satisfying loops. Clips cut for the feed the audience already plays the game in.

  • Horror

    Scares, atmosphere and reactions. Clips where the player's face sells the game as much as the screen.

From view to result

Clips that drive wishlists, not just views

Clips are the top of the funnel. A game only wins when the view turns into a wishlist, an install or a return, so every campaign is built around the path from clip to player.

  • Every clip points to the game

    The title, the platform and where to go next, in the clip and the caption. No orphan views, no reach that leads nowhere.

  • Timed to your beats

    Reveal, beta, launch week and seasonal drops each get their own wave, so the reach lands when the store page is ready for it.

  • Native to the player feed

    Captioned for sound-off scrolling, paced for the platform, built on the moment that sells the game, not a press release.

  • Reporting your publisher accepts

    Verified views and engagement per post with the raw data behind every number. No vanity totals we cannot prove.

Three options

Clipping service vs clipping software vs in-house editor

Three ways to get game clips out. The whole search result for clipping software is the first column; it does not solve the same problem as the other two.

SoClippingClipping agencyAI clip makerIn-house editor
Who picks the moments Editors who play your genre You scrub the footage yourself One person, one taste
Distribution Curated clipper network, matched by genre None, you post on your own accounts None, you post on your own accounts
New audiences Yes, every post reaches players you do not have Only your existing followers Only your existing followers
Measurement Verified views per post, raw data provided Platform analytics, if you check them Platform analytics, if you check them
Cost Campaign budget, CPM or per clip Free to 30 dollars a month Salary or per-clip rate
Best for Studios that want players, not just posts Recording your own gameplay Quality control on your own channels

Pricing, explained

What gaming video clipping costs

The market sells three models, and most services hide which one they run. Here is how each works and what it does to quality, so you can read a quote before you sign it.

  • Market model 1

    CPM (per 1,000 verified views)

    Market: roughly 0.10 to 2.00 dollars per 1,000 views, depending on how views are verified

    FitsLaunches with a reach goal and a budget cap

    Watch outThe cheapest CPMs come from open clip farms and inflated views. Ask how views are verified before comparing prices.

  • Market model 2

    Per clip (creation plus distribution)

    Market: 15 to 150 dollars per clip

    FitsStudios that want a fixed number of clips per build

    Watch outA flat fee with no distribution plan is an editing service, not clipping.

  • Market model 3

    Monthly campaign

    Market: 2,000 to 10,000+ dollars per month

    FitsPublishers running several titles or a long live-service tail

    Watch outCheck what is included: sources covered, clips each, platforms and reporting.

How SoClipping prices it

One flat creation fee. One verified CPM. Both in writing before anything is cut.

SoClipping quotes per campaign after seeing your footage: how often you drop content, your genre, the platforms and the launch window. You get a flat creation fee plus a distribution budget with a verified CPM, in writing, before anything is cut. No open marketplace, no bought views.

Get a quote

Quote in one business day. No call needed.

Fit

Who gaming clipping is for, and who it is not

A good fit if

  • Studios and publishers sitting on trailers, gameplay and dev streams they barely post
  • Teams with a launch, a beta or a seasonal drop that needs reach on a date
  • Live-service games that need a steady clip pipeline between updates
  • Indies that need the reach a marketing budget would buy, without the budget

Not a fit if

  • A game with no footage yet and no plan to capture any
  • Anyone who cannot clear clips and talent for external use in time
  • Studios shopping for the lowest price per view, whatever the view
  • A single trailer with no plan to keep publishing after it

Deliverables

What you get

Everything below is in the quote. Nothing is an add-on.

Get a quote
  • 15 to 40 native clips per source, game and talent tracks, captioned and covered for each platform
  • A rollout calendar timed to your beats: reveal, beta, launch week and the weeks after
  • A matched roster of clippers sorted by genre, reviewed by our team before the campaign
  • Verified views and engagement per post, with the raw data behind every number
  • A short report after each wave: what moved players, what did not, what we change next
  • Embargo and rights handling: NDA builds held to date, talent and esports footage cleared

FAQ

Gaming clipping, questions answered

What is gaming clipping?

Gaming clipping turns your existing footage, trailers, gameplay, dev streams and esports VODs, into short native clips and distributes them so players discover your game. It is half editorial, finding the moment that stops a scroll, and half distribution, posting through accounts whose audiences play your genre. SoClipping runs both halves and verifies every view, where clipping software only records and trims on your own machine.

What is the best clipping software for gaming?

For capturing your own gameplay, tools like Medal, OBS, ShadowPlay and Bandicam all work; the best one is the one that records your setup without dropping frames. But software only records and trims. It does not choose the moment that earns a pause and it does not distribute to audiences you do not already have. That second half, judgment and distribution, is what a clipping service adds on top of whatever you capture.

How is a clipping service different from clipping software?

Software hands you a raw recording and leaves the rest to you. A service picks the moments with a hook, cuts a separate edit for each platform, posts them through clippers whose followers play your genre, and verifies every view before it reaches your report. Software is a tool you operate; a service is the editorial judgment and the distribution network that put the clip in front of new players.

What does it mean to get clipped in a game?

It usually means a moment from a stream or a match gets cut into a short standalone clip and shared, a clutch play, a funny fail, a boss kill. We do that deliberately for marketing: instead of waiting for a moment to go viral by accident, we mine your footage for the beats worth posting and put them in front of the right feeds on purpose.

Do you work from trailers, gameplay and dev streams?

Yes, those are the richest sources, along with esports VODs, patch highlights and your back catalog. A gameplay trailer, a two-hour dev stream or a tournament VOD each holds far more clippable moments than anyone posts. We also re-clip old footage and re-release it, so the library you already recorded becomes a second pipeline without any new capture.

Can you clip unreleased builds under embargo?

Yes. We work under NDA on pre-release builds and hold every clip to the embargo date you set, so nothing goes live a minute early. For a reveal, we prepare the full wave in advance and release it the moment the embargo lifts, so the clips ride the announcement while the conversation is loudest instead of trickling out afterward.

Where do gaming clips get posted?

YouTube and TikTok first, because that is where players look for the next thing to play, then X for takes and reveals and Instagram Reels for reach beyond the core audience. Twitch moments get reposted to the vertical feeds too. Each platform gets its own reframed, captioned cut, posted through clippers whose audiences already play your genre, not one file posted everywhere.

Where can you monetize short-form gaming content?

YouTube Shorts, TikTok and Instagram Reels all run creator programs that pay for short-form reach, and Twitch pays through its own clip and stream ecosystem. For a studio, the point is less the per-clip payout than the wishlists and installs the reach drives, so we focus distribution on the platforms that both pay creators and put your game in front of new players.

How fast are the first clips live?

First clips are cut within two business days of receiving the footage. The distribution wave starts once you approve the cut and runs over the following days. For a reveal, a launch or a timely patch, we offer same-day clipping so the clips ride the moment while the hype is still active instead of landing after everyone has moved on.

How much does gaming video clipping cost?

It depends on how often you drop content, your genre and the reach you want. The market runs three models, CPM, per clip and monthly, explained with ranges in the pricing section above. We quote a flat creation fee per campaign plus a distribution budget with a verified CPM, in writing, before anything is cut, so you know the number and how views are counted up front.

Who owns the clips, and are the posts disclosed?

You own every clip we deliver, to reuse on your channels, in ads, on the store page or anywhere else. Clipper posts credit the game, follow platform disclosure rules, and are published from accounts we review for history, audience fit and consistency before every campaign. Nothing goes out from an account we have not vetted, and nothing goes out before your approval.

Do you cover esports and community content?

Yes. Esports VODs, tournament streams and community moments are a core part of the talent track. We clip plays, upsets and crowd reactions with the right clearances and credit the players and teams, so the clips build the scene around your game instead of lifting footage without permission. Community highlights get the same editorial pass as official footage.

Get a quote

Send us one trailer or build. We come back with clips and a plan.

Share a link to a trailer, a gameplay capture or a dev stream. Within one business day you get a breakdown of the footage, the clips we would cut, the clippers we would match, and a quote. So, what should players see first?

  1. 1

    We watch the source

    Every moment with a hook is marked. You get the shortlist, not a pitch deck.

  2. 2

    You get the plan and the quote

    Clips we would cut, clippers we would match, a flat creation fee plus a verified CPM, in writing.

  3. 3

    First clips in two business days

    You approve the list, the wave starts, every view is counted post by post.

  • Game and talent tracks, every release
  • Curated clippers matched to game feeds
  • Verified views, raw data in every report

Prefer email? hello@soclipping.com

Get a quoteYour estimate, sent to your inbox in minutes

Where we post
1,000,000

Minimum 340,000 views for this niche. Slide to the end for 5,000,000+, we size it with you.

Estimate by email, then a call if you want one. No clip farm.

Get a quoteYour estimate, sent to your inbox in minutes

Where we post
1,000,000

Minimum 340,000 views for this niche. Slide to the end for 5,000,000+, we size it with you.

Estimate by email, then a call if you want one. No clip farm.