FOR UA & GROWTH TEAMS
A winning creative lasts five to nine days on Meta. Vidscape turns the art your game already has into hundreds of ad variations, in every size your networks take, so the test queue is never waiting on production.


You know the shape of the problem. A creative wins, runs for a week, and wears out — five to nine days on Meta now, under five in mature markets. The budget is there and the placements are there; what runs out is fresh concepts to put in front of them. Most of the studios advertising on iOS launch new creatives every month, and the designers making them start each one from a blank page and a dig through the art files.
Vidscape reads your App Store or Google Play listing, pulls the characters, backgrounds, props and logo out of it, and recombines them into hundreds of ad variations — different concept, layout, character, colour, size — in the game's own style. That's a testing library from art you already own, and a new batch of it every week, without adding a designer to make it.
One listing's art gives Vidscape enough pieces to recombine into hundreds of concepts, layouts and colourways. Not one ad, not a few options — a library to test against.
The hook is text, the character is its own layer, the button is a style. Rewrite the headline, swap the character, recolour the button — then ship, instead of regenerating and hoping.
Meta first — feed 1:1 and 4:5, Stories and Reels 9:16 — then Google App campaigns, TikTok, AppLovin, Unity and ironSource. Each size is its own layout of the same pieces, not a stretch.
Because each ad is built in layers, any layer can be animated. A static variation becomes a motion-graphic ad without rebuilding it — and the headline stays editable after it moves.
Vidscape makes video ads from a game's listing and art today, and it's the output we're building hardest. We show what ships now rather than promising what doesn't.
The art is read once. Every week after that is a new batch of concepts, not a new project — because a winning creative comes and goes in days.
Screens from example games, to show the raw material Vidscape works from: characters, environments, props and a logo, all already drawn. These are examples of what Vidscape does with a game's art, not customers.




Your App Store or Google Play page. That's the entire setup.
Vidscape shows the characters, backgrounds and props it pulled from the listing. Tick what it may use, add what it missed.
Hundreds of variations in the game's style, laid out for each placement your networks take.
Rewrite a hook, swap a character, recolour a button, export. Next week, a new batch.
Hundreds, and you can check it on your own game with the free scan before spending anything. The number is real because the variations are built from separate pieces rather than generated one picture at a time: a handful of characters, a few backgrounds, some props and a logo, recombined across concepts, layouts, colourways and every ad size, multiply quickly.
It matters that they're built from the game's own art. A batch of lookalikes gets scrolled past; a batch that looks like the game players will actually download is what the test can learn from.
By treating creative as a supply rather than a delivery. Vidscape reads the art once, and every week after that is a new batch of concepts from it — no new project, no designer hours to book. When a concept wins, the pieces it was built from are still separate, so the follow-ups are recuts of the winner rather than fresh starts.
Meta comes first in the formats because it carries most social gaming impressions and has the pickiest specs. A batch lands as feed 1:1 and 4:5 and Stories and Reels 9:16, with Google, TikTok and the in-app networks laid out from the same pieces.
You fix it, in minutes, without a designer. Every ad arrives in pieces: the headline is text you can rewrite, the character is a layer you can swap for another from the same game, the button is a style you can recolour. Adjust the one thing that's wrong and export the size you need. Nothing is take-it-or-leave-it.
FAQ
Your App Store or Google Play link. Vidscape reads the listing — icon, screenshots, artwork, rating — and shows you the pieces it found before it builds anything. Studios with more art can upload it too.
It's true for any listing with a few characters, backgrounds and props to recombine, and the free scan lets you check on your own game before spending anything. The variations are built from separate pieces, so the count comes from recombination, not from the size of the studio.
Like the game. When a character appears in an ad it's the game's real character, lifted from your real artwork — not a lookalike. That's what keeps a whole batch visually consistent rather than drifting.
Yes, and we're honest about where it is. Motion-graphic ads from the layered ads are available for every batch, and video ads from your art are a growing output that improves every month. We show real examples rather than promising more than ships today.
Monthly, in ads: each plan covers roughly a number of creatives a month, shown on the pricing page. It sits well above cheap one-shot generators and an order of magnitude below agency production, because it gives you scale from your own art, editable results and on-style output together.

Paste your store link, see your ads — the first result is free and needs no account. Larger teams: book a walkthrough on a game you already care about.
powered by Claude · every pixel stays editable