EDITABLE IMAGE ADS
Image ads that arrive in pieces you can change.
A one-shot generator hands you a finished picture. If it's wrong, you generate again and hope. Vidscape builds each image ad in layers from your game's own art — character, headline, background, button — so anyone on the team can rewrite, swap or recolour one piece and ship it.
- The headline is text, not pixels — rewrite a word or the whole hook
- Character, props and background are separate pieces — swap any of them
- Buttons and panels are styles — recolour with a click, no regeneration

Why a finished picture is the wrong shape for an ad
Most AI image tools produce one flattened picture. There is no headline to click on, no character to move, no button to recolour — to change anything you generate again, and the parts you liked rarely survive. For a studio that needs dozens of creatives a month and a small fix on most of them, that is the whole cost of the tool.
Vidscape builds the ad the way a designer would: in layers. The character is the game's own character, placed as its own piece. The headline is real text. The background is its own layer, the button a style. Hundreds of variations are recombined from those pieces, so a batch looks like the game — and every ad in it opens in pieces you can change, then export at any size.
What 'in pieces' means here
Rewrite the headline
Click any headline or line of copy and rewrite it in place. Change the font, size, weight and colour. Text stays text.
Swap the character
Every character, prop and background is its own piece, lifted from your listing. Swap it for another from the same game without rebuilding the ad.
Recolour the button
Buttons, panels and highlights are styles, so a palette change is a click — not a fresh generation with different results.
Move anything
Drag, align and resize with snapping. Move the character two centimetres to the left, because sometimes that is the fix.
Hundreds, from the same pieces
Because the ads are built from separate pieces, one listing's art recombines into hundreds of concepts, layouts, sizes and colourways.
Ready to move
Every layer can be animated, so a static variation becomes a motion-graphic ad later without starting over. Export any size until then.
The pieces, and what they become
The still and the editor recording are real Vidscape output from the Rooms & Exits store listing. The character, background, props and logo are example pieces from a well-known game, generated for this site to show the kind of art a listing yields — an example, not a customer.





From store link to an ad you can change
Paste your store link
Your App Store or Google Play page. That is the entire setup.
Check the pieces
The characters, backgrounds, props and logo it found are shown first. Untick anything it shouldn't use.
Get the batch
Hundreds of image ads in your game's style, in every size your networks take — each in layers.
Adjust and ship
Rewrite, swap, recolour, move. Export the size you need. The pieces stay separate.
Why can't I edit an image from a one-shot generator?
Because there is nothing to edit. A one-shot generator returns a single flattened picture; the headline, the character and the background are all the same pixels, with no layers behind them. A change means describing the whole picture again and getting a different one — which is fine for a single image and a poor fit for a batch that needs a word fixed on forty of them.
Vidscape builds a layered document instead. The text is real text, the character is a placed piece of the game's own art, the colours are style values. All of it can be changed directly, and all of it survives an export and a re-export.
Do the ads stay consistent across a whole batch?
Yes, because they are built from the same pieces. When the character in ad forty is the same file as the character in ad one, the batch can't drift the way a run of separate generations does. The game's colours and type are read off the listing and applied as styles, so a recolour on one ad can be carried to the rest.
Who on the team does the editing?
Anyone. A UA manager fixing a headline before a test, a designer restyling a concept the numbers liked, a creative director swapping the character on a whole direction. The point of pieces is that the fix takes the person who spotted the problem a minute, not a ticket to the person with the source files.
FAQ
Questions, answered.
An ad built in layers rather than delivered as one flattened picture. In Vidscape the headline is text, the character and background are separate pieces of the game's own art, and the button is a style — so any of them can be changed after the ad is made, then exported.
Every one. Rewrite the headline, swap the character, change the background, recolour the button, move anything — then export. The pieces stay separate, so the same ad can be re-cut or animated later.
From your listing and artwork. The character in an ad is your game's real character, lifted from your real art — not a lookalike. You see every piece before anything is built and can untick any of them.
Every size your networks accept, Meta first: feed 1:1 and 4:5, Stories and Reels 9:16, then Google App campaigns, TikTok and the in-app interstitials. Each size is its own layout of the same pieces.
No. The editor is click-to-select, inline text and drag with snapping. If you can move a box and type, you can adjust an ad.

Stop regenerating. Start editing.
Paste your store link. The first result is free and needs no account.
every element stays editable