How to Make a Gaming Montage in 2026: Clips, Beat-Synced Cuts, Speed Ramps and Music

How to make a gaming montage in 2026: record clips you can slow down, pick a song you can use, cut every hit to the beat and export vertical cuts.

How to Make a Gaming Montage in 2026: Clips, Beat-Synced Cuts, Speed Ramps and Music

How to Make a Gaming Montage: The Short Answer

To make a gaming montage, record your plays at 60 fps or higher with an instant-replay tool, pick your strongest moments, choose a song you're allowed to use, cut each play so its hit lands on a beat, slow down into the biggest hits, then export a 16:9 master plus vertical cuts. The free version of DaVinci Resolve handles the whole edit.

Most montages that fall flat don't fail on effects. They fail on two decisions made before the edit starts: clips recorded at a frame rate too low to slow down, and a song the uploader has no right to use. YouTube's help page on copyright claims is blunt about the second one: a Short longer than one minute with an active claim is blocked, whatever policy the rights holder chose.

The effects themselves (speed ramps, impact zooms, shake, color) have their own table on our gaming montage editing page. This post is the workflow around them, in the order we run it.

1. Record Clips You Can Actually Slow Down

Montage footage comes from a replay buffer, not a full-session recording. NVIDIA's ShadowPlay Instant Replay saves the last 30 seconds of gameplay, and its manual recording goes up to 4K HDR at 120 fps. OBS has a Replay Buffer that does the same job, and its recording output guide recommends recording to MKV, because an MKV file isn't corrupted when a recording stops without a clean shutdown. Remux to MP4 afterwards from OBS's File menu.

Then choose your frame rate by the slow motion you want. A slowed clip only contains the frames you recorded. Drop a 60 fps clip to 25% speed and you're showing 15 real frames per second, which stutters next to the 60 fps clips around it. Record at 120 fps and a 50% ramp stays at a clean 60.

Slowing a clip down leaves only the frames that were recorded: a 60 fps clip shows 30 real frames per second at 50% speed and 15 at 25%, while a 120 fps clip at 50% and a 240 fps clip at 25% both hold a full 60 fps on a 60 fps timeline.
Slowing a clip down leaves only the frames that were recorded: a 60 fps clip shows 30 real frames per second at 50% speed and 15 at 25%, while a 120 fps clip at 50% and a 240 fps clip at 25% both hold a full 60 fps on a 60 fps timeline.

If the play is already recorded at 60, frame interpolation can draw the missing in-between frames. In DaVinci Resolve that's Speed Warp, which comes with the paid Studio version, listed at $295 and on sale for $236 when we checked on October 23; the free version edits up to 60 fps in Ultra HD. Generated frames are guesses, and they tend to warp on crosshairs, HUD text and fast flicks. Record high when you can, and upload at the frame rate you recorded, as YouTube's encoding guide asks.

2. Pick the Plays and Lay Them Out on the Song

Work out the song in bars before you choose clips. At 120 beats per minute a bar of 4/4 lasts two seconds, so a two-minute track is 60 bars. Give each play two to four bars (four to eight seconds), and the 24-bar build in the layout below holds 6 to 12 plays.

The order matters more than the count:

  • Open on your second-best play. Viewers who leave in the first seconds never reach the drop, so don't spend the opening on a warm-up.
  • Escalate through the build. Each play a little harder or cleaner than the one before.
  • Save the best play for the drop, where the song gives it the most room.
  • End on something that resolves, a round win or a final kill, not a fade over a menu.

Cut the dead air before anything else: loadouts, walking, menus and the seconds after a play that only you find interesting.

An example layout for a two-minute song at 120 BPM: an 8-bar intro with a hook play, a 24-bar build with a play every two to four bars and short speed ramps into each hit, a 16-bar drop with the best play and the deepest ramp, and a 12-bar outro with a clean ending.
An example layout for a two-minute song at 120 BPM: an 8-bar intro with a hook play, a 24-bar build with a play every two to four bars and short speed ramps into each hit, a 16-bar drop with the best play and the deepest ramp, and a 12-bar outro with a clean ending.

3. Use a Song You're Allowed to Use

Music is the step people skip and the one that costs them the video. Content ID matches songs automatically, and the rights holder decides whether a claimed video is blocked, monetized with ads (the revenue goes to the claimant, sometimes shared with you) or only tracked, and it can choose differently by country. Vertical cuts are stricter: a Short between one and three minutes with an active claim is blocked.

Music sourceWill it get claimed?Can you monetize?Credit needed?
A chart song you have no license forExpect a Content ID claimOnly the claimant can run ads, sometimes sharing revenueA credit line doesn't license it
YouTube Audio LibraryNo: tracks downloaded there aren't claimed through Content IDYes, in the YouTube Partner ProgramOnly for Creative Commons tracks
NCS (NoCopyrightSounds)No, for independent creators who follow its policyYes, under its usage policyYes: artist and song in the description

The footage needs permission too. Microsoft's Game Content Usage Rules, for example, let you post videos of its games on YouTube or Twitch and earn from those sites' ad programs, but they cover only games Microsoft owns (Minecraft has separate guidelines), so check the publisher of every game you use. The long versions are in our YouTube music licensing guide and our guide to Content ID, copyright strikes and fair use.

4. Cut to the Beat, Then Add Effects

  1. Mark the beats first. Play the song on the timeline and tap the marker key on each downbeat. In both Premiere Pro and DaVinci Resolve that key is M.
  2. Put the hit on the marker. Line up the frame where the kill, hit marker or goal lands with a beat, then trim the lead-in backwards from there. Cutting forward from the start of a clip is how hits end up a few frames late.
  3. Ramp into the hit, snap out on the beat. Slow down a few frames before the impact and return to full speed on the next beat, so the slow part feels earned.
  4. Let the game audio through. Dip the music under the key moment so the shot or the callout is heard, then bring it back.
  5. Add effects only where they help. An impact zoom on a kill feed that's unreadable at phone size helps. A flash on every cut buries the play. The effects table on our gaming page covers when each one earns its place.

The Pre-Upload Checklist

  1. Every hit lands on a beat, checked at full speed and again at half speed.
  2. The kill feed and crosshair are readable at phone size.
  3. The song's source and its credit line are in the description.
  4. If you monetize, every game's publisher allows monetized videos.
  5. The master is exported at the frame rate you recorded. Our YouTube export settings guide has the full spec.
  6. Vertical cuts keep the action and the kill feed inside the 9:16 frame, and any cut between one and three minutes uses music with no claim on it.

When Handing It Off Makes Sense, and What It Costs

Once you know the steps, the edit is the quick part. The slow part is reviewing footage, and for streamers that means finding the plays in a four-hour VOD: here's how to turn a stream VOD into highlights, and the multi-cam OBS streaming setup that gives you cleaner footage to cut.

Freelance montage prices are low at the entry end. On October 23, 2026, Fiverr listed 1,553 gaming montage services, and the 24 gigs on the first results page had starting prices between $5 and $750, with a median of $15. A starting price buys a gig's smallest package, so compare the length, revisions and extras each package includes. Our freelance marketplace comparison covers how the platforms differ for buyers, and the short-form editing cost guide prices vertical cuts on their own.

Some Fiverr links on this page are affiliate links: Mark Studios may earn a commission if you buy through them, at no cost to you.

Gaming videos came up in 23 of 698 first messages from buyers in our inbox. Mark Studios has completed 8,000+ orders and 10,000+ projects for 4,500+ clients, with a 4.9★ average rating and 100M+ views on client videos. For gaming creators we cut montages, stream highlights and Shorts to your track: you send clips or the full VOD, standard turnaround is 5–7 days with expedited delivery available, and the instant quote prices most projects in about two minutes.

The Bottom Line

A good gaming montage is mostly decided before the edit: record at a frame rate you can slow down, and use a song you're allowed to use. After that it's discipline. Put every hit on a beat, save the best play for the drop, and add effects only where the viewer can still see the play.

Start Your Project Now

Mark Santos

Written by

Mark Santos

Founder & CEO of Mark Studios. The studio has delivered 10,000+ projects and 4,500+ reviews on Fiverr; Mark has passed $1M+ in Fiverr orders. More about Mark

Frequently asked questions

What do I need to make a gaming montage?

Three things: clips recorded at 60 fps or higher, an editor that can place markers and retime clips, and a song you're allowed to use. The free version of DaVinci Resolve edits up to 60 fps in Ultra HD, which covers most montages. Replay tools such as NVIDIA ShadowPlay's Instant Replay or OBS's Replay Buffer save the last moments of play, so you only keep the plays worth cutting.

What FPS should I record gaming clips at for a montage?

Record at 60 fps at minimum, and at 120 fps or higher for any play you plan to slow down. A slowed clip only has the frames you recorded: a 60 fps clip at 25% speed shows 15 real frames per second, which stutters on a 60 fps timeline, while a 120 fps clip at 50% speed stays at a full 60. Upload at the frame rate you recorded, as YouTube's encoding guide asks.

Can I use copyrighted music in a gaming montage on YouTube?

You can upload it, but expect a Content ID claim. The rights holder then decides whether the video is blocked, monetized with ads for them, or tracked, and can decide differently by country. Vertical Shorts between one and three minutes with an active claim are blocked outright. Music downloaded from YouTube's Audio Library isn't claimed through Content ID, and NCS tracks are free for independent creators who credit the artist.

Can you make money from a gaming montage?

Yes, if both the music and the game allow it. Audio Library music can be monetized in the YouTube Partner Program, and NCS allows monetized videos under its usage policy. The game is a separate permission: Microsoft's Game Content Usage Rules let you earn from YouTube and Twitch ad programs with its own games, but every publisher sets its own rules, so check each game in the montage.

Is DaVinci Resolve good for gaming montages?

Yes. The free version edits up to 60 fps in Ultra HD and has the markers, retiming and color tools a montage needs. The paid Studio version, listed at $295 by Blackmagic Design, adds Speed Warp, which draws in-between frames so a play recorded at 60 fps can be slowed further, and supports 10-bit video up to 120 frames per second. Interpolated frames can still warp on crosshairs and HUD text.

How much does it cost to have a gaming montage edited?

On Fiverr, entry prices are low: on October 23, 2026 the 24 gaming montage gigs on the first results page had starting prices between $5 and $750, with a median of $15. A starting price buys the gig's smallest package, so compare the length, revisions and extras each package includes. Studios usually quote per project, based on the montage length, how much footage has to be reviewed and any vertical cut-downs.

Rather not do this part yourself?

Mark Studios handles gaming and stream editing for creators and brands: you send the footage, the studio handles post.

  • Founder-led US company
  • NDAs by default
  • Stripe & PayPal payments
  • Top Rated on Fiverr

Weighing a freelancer instead? See how the options compare.