FOR CREATIVE DIRECTORS

Turn existing game assets into dozens of editable creative directions without starting every ad from scratch.

Vidscape does the production — from the game's own characters, backgrounds and props, in the game's own style — and hands every ad back in pieces. Your team keeps the creative call on each one.

  • Directions built from your real art, never a lookalike the system invented
  • Every ad in pieces: rewrite the headline, swap the character, recolour the button
  • A whole batch that stays on-style instead of drifting
See live examples
DIRECTIONS, NOT BLANK PAGES ✶ YOUR OWN ART ✶ EVERY PIECE EDITABLE ✶ ON-STYLE ACROSS THE BATCH ✶ YOU CONTROL THE RESULT ✶

Directions, not blank pages

The slow part of an ad is never the idea. It's the blank page: digging through the art files, placing the character, setting the type, and doing it again for the next concept and the next size. The newer AI tools don't help much here — they hand back one finished picture, and if a word is wrong or the character sits two centimetres too far left, the only move is to generate again and hope.

Vidscape works the other way round. It reads the listing, pulls the pieces — characters, backgrounds, props, logo — and composes dozens of directions from them in layers. What comes back is not a flat image but the ad in its parts: the headline is text, the character is a layer, the button is a style. Your team reviews directions instead of producing them, and adjusts any one of them the way they'd adjust their own file.

Production done for you, control kept by you

🎨

Your art, not a lookalike

When a character appears in an ad it's the game's real character, lifted from its own artwork. Nothing is invented to stand in for it — which is why a batch looks like the game rather than like AI.

🧩

Every ad in pieces

Wrong headline? Rewrite it — it's text, not pixels. Wrong character? Swap it for another from the same game. Wrong colour? Recolour the button. Move anything, then export.

🧱

Hundreds of variations from one listing

Concepts, layouts, characters, colourways, sizes — recombined from the same pieces, so the range is wide and the look stays consistent across all of it.

📐

Every size, each its own layout

Meta's feed, Stories and Reels first, then Google, TikTok, AppLovin, Unity and ironSource. Each size is laid out from the pieces, not stretched — resize the character in the leaderboard without touching the story.

🎞️

Any layer can move

Because each ad is built in layers, any layer can be animated. A static direction becomes a motion-graphic ad without rebuilding it, and it stays editable after it moves.

📹

Video, a growing output

Video ads from the same art ship today and get further every month. We keep it on the page as what it is — growing, not finished.

From store link to directions you can adjust

1

Paste your store link

Your App Store or Google Play page. Studios with more art can upload it alongside.

2

Check the pieces

Vidscape shows the characters, backgrounds and props it pulled from the listing. Untick anything it shouldn't use, add what it missed.

3

Get the batch in every size

Dozens of directions, hundreds of variations, in the game's style and every size your networks take.

4

Adjust and ship

Open any ad, rewrite the headline, swap the character, recolour the button, export. Next week, a new batch from the same art.

Do we keep creative control?

Yes — that's the point of how the ads are built. Most AI tools hand you a finished picture you either accept or throw away. Vidscape hands you the ad in pieces: character, headline, background, button, each its own layer. If the direction is right but one thing is wrong, you fix the one thing. If the direction is wrong, you swap the pieces and keep the layout. AI does the production; the creative call stays with your team.

The pieces stay separate after export too, so the same ad can be re-cut for another size, recoloured for a new test, or animated later without going back to the start.

How does a batch stay on-style?

Because it's built from the game's own art, not a description of it. A few specialised automated steps read the listing, pick the art worth using, plan each concept and compose it in layers — the same pieces, every time. That's why hundreds of variations look like one game rather than hundreds of separate generations that drift.

You check the pieces before anything is built. If a character shouldn't appear, untick it; if the listing is missing a background your team uses, upload it.

Is this a replacement for our designers?

No. It takes the blank page off them. The production work — lifting the art, placing it, laying out every size — is what Vidscape does. Reviewing directions, choosing what ships, pushing a headline or a layout further, is what your team does, in an editor that treats every ad as parts rather than pixels.

FAQ

Questions, answered.

It uses yours. Characters, backgrounds and props are lifted from your listing and artwork, and every piece is shown to you before anything is built. Nothing is invented to stand in for your art.

Everything that's a piece: rewrite the headline, swap the character, change the background, recolour the button, move or resize any layer. Then export the size you need. The pieces stay separate, so the same ad can be re-cut or animated later.

Yes. The listing is the entire setup for a first batch, and studios with more art — character sheets, environments, a logo lockup — can upload it so Vidscape composes from that too.

Larger studios can book a walkthrough on their own game followed by a setup to their house style: naming, sizes, the networks they buy on and the concepts the team already knows work.

Motion-graphic ads, yes, for any batch: because every ad is built in layers, any layer can be animated without rebuilding the ad. Video ads from the same art ship today as a growing output — we show real examples rather than promising more than is ready.

See what your game's art becomes.

Paste your store link, see your ads — every one in pieces you can change, the first result free. Larger teams: book a walkthrough on your own game.

powered by Claude · every pixel stays editable