FOR MARKETING ARTISTS

Stop rebuilding every variation from scratch.

The resize, the recompose, the character swap, the tenth headline — Vidscape does that first pass from your game's own art and hands every ad back as layers. You start from an editable composition, not a blank canvas, and the craft stays yours.

  • A first pass of every concept and size, built from the game's real art
  • Every ad in layers: the headline is text, the character its own piece, the button a style
  • Finish it in the editor the way you'd finish your own file — nothing is take-it-or-leave-it
See live examples
NO BLANK CANVAS ✶ EVERY ELEMENT EDITABLE ✶ YOUR GAME'S OWN ART ✶ EVERY SIZE, ITS OWN LAYOUT ✶ THE CRAFT STAYS YOURS ✶

The repetitive part of the job, done first

Most of a marketing artist's week isn't the hero piece. It's the twentieth version of it: the same character recomposed for 9:16, the headline swapped for a test, the button recoloured for another network, the banner that has to hold a logo in 50 pixels of height. The newer AI tools don't take that work away — they hand back one flat picture, and if one thing in it is wrong the only move is to generate again and lose everything that was right.

Vidscape takes the other route. It reads the game's listing and art, pulls the pieces — characters, backgrounds, props, logo — and composes each concept and size in layers. What you open is a composition, not a picture: move the character, rewrite the hook, swap the background, resize the layout. AI does the production pass; you make the calls that make it good.

Start from a composition, not a canvas

🧩

Layers, not a flat picture

Background, props, character, logo, copy and button each arrive as their own layer, named and in order — the way you'd have built the file yourself.

✏️

Text stays text

Headlines, feature lines and buttons are live type. Rewrite a word, split a line, change the font or the size without redrawing anything around it.

🔁

Swap without rebuilding

Replace a character, prop or background with another from the game's art pool — or with a file you upload — and the rest of the layout stays exactly where it was.

📐

Every size, its own layout

Feed, Stories, Reels, landscape, MREC, leaderboard: each size is recomposed from the pieces, not stretched. Nudge the character in the leaderboard without touching the story.

🎞️

Animate any layer

Because every ad is built in layers, any layer can move. Keyframe the character's entrance or the headline's landing, and the ad stays editable after it moves.

🎨

On-style by construction

Every ad is composed from the game's own art, not a description of it, so a batch looks like the game. You check the pieces before anything is built.

From store link to a layered first pass

1

Paste the store link

The game's App Store or Google Play page — or upload the art your team already has.

2

Check the pieces

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

3

Get the first pass

Concepts and variations in the game's style, in every size your networks take — each one a layered composition.

4

Finish and export

Open any ad in the editor, make it yours, export PNG or video. The layers stay separate for the next round.

What can I actually do in the editor?

Select any layer on the canvas or in the layer tree; move, resize and rotate it with snapping; edit text in place; change fonts, colours, borders, shadows and effects; reorder layers; add or replace images; keyframe animations; undo and redo everything. Then export a PNG, or a video of the animated version.

It is deliberately an ad editor rather than a general design tool: everything in it is about finishing a creative quickly, not building one from nothing.

Is this meant to replace me?

No. It takes the repetitive production off your desk — the resizes, the recomposes, the swaps for the next test. The judgement that makes a creative work — which idea, which crop, which word, when it's finished — is still yours, and the output is shaped so you can apply it.

Why not just generate the picture and paint over it?

Because a flat picture is the wrong shape for an ad that will have twenty versions. Paint over it and the next variation starts from zero again. A layered composition keeps every decision you make: change the headline once, re-cut the size, and your fixes come along.

FAQ

Questions, answered.

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

Yes. Upload character sheets, environments, logo lockups or finished promo art; they go into the project's asset pool next to the pieces Vidscape found, and any ad can use them.

Meta's feed 1:1 and 4:5, Stories and Reels 9:16, then Google App campaign sizes, TikTok and the portrait, landscape and square interstitials AppLovin, Unity and ironSource take. Each is its own layout of the same pieces.

Yes. Any layer can be animated in the editor, and each ad can be exported as a video. The animated ad stays as editable as the still one.

Paste the store link on the home page. The first result is free and needs no account, so you can open the layers and judge them yourself.

Open your game's ads in layers.

Paste your store link and get a first pass built from your game's own art — every element editable, the first result free.

every element stays editable