FOR MARKETING LEADERSHIP
Vidscape turns the art a game already owns into hundreds of ad variations a week, in every size the networks take — priced in ads a month, not in designer hours or agency invoices. Every ad arrives editable, so the team ships it instead of remaking it.


A winning creative on Meta lasts five to nine days, and the studios that win at paid user acquisition are the ones that refresh weekly. That leaves a choice nobody likes: pay for the volume — an agency video at $1,000-plus and weeks of turnaround, or more designers starting each ad from a blank page — or test less than the channel rewards. The cheap one-shot generators don't close the gap: one picture at a time, and whatever comes back is finished, right or wrong.
Vidscape sits between those two anchors. It reads a game's store listing once, lifts the art the studio already owns, and produces hundreds of on-style ad variations from it — image, motion-graphic, and video as a growing output — in every size the networks accept. It's priced in ads a month rather than credits, and every ad arrives in pieces the team can change, so the production line moves without a proportional line on the budget.
One listing's characters, backgrounds, props and logo recombined into a testing library. The studio paid for that art once; Vidscape puts it to work every week.
The art is read once. Every week after that is a new batch of concepts, not a new project or a new invoice — matched to how fast a winning creative wears out.
The headline is text, the character is a layer, the button is a style. An almost-right ad gets fixed in minutes by whoever's nearest, not sent back for a round.
Feed, Stories and Reels for Meta, then Google App campaigns, TikTok, AppLovin, Unity and ironSource — each size its own layout of the same pieces, in the same batch.
Any layer of any ad can be animated into a motion-graphic ad without a rebuild. Video ads from the same art ship today as a growing output, improving every month.
Each plan covers roughly a number of creatives a month, shown on the pricing page. Above the one-shot generators, an order of magnitude below agency production.
Screens from example games — the characters, environments and props a studio has already paid to draw, which is what Vidscape builds from. These are examples of what Vidscape does with a game's art, not customers.




Your App Store or Google Play page. No brief, no kickoff, no onboarding project.
Vidscape shows the characters, backgrounds and props it pulled from the listing. The team ticks what it may use.
Hundreds of variations in the game's style, laid out for every placement the networks take.
The team fixes what needs fixing, exports, and tests. Next week, a new batch from the same art.
For most studios the real alternative is designers plus an agency: video at $1,000-plus, weeks of turnaround, and a blank page every time. Vidscape produces hundreds of variations from the art the studio already has, in minutes rather than weeks, and priced in ads a month — an order of magnitude below agency production for the image and motion work, with video as a growing output from the same art.
What an agency delivers is finished; what Vidscape delivers is editable. That difference is where the velocity comes from: an almost-right ad gets adjusted and shipped by your own team rather than sent back for another round.
They make one picture at a time, and the result is finished — if it's wrong, the team generates again and hopes. Volume from them is many separate generations, which drift from each other and from the game. Vidscape's volume is one on-style batch built from the studio's real characters and backgrounds, and every ad in it arrives in pieces the team controls. That's what justifies sitting above the generators: scale from existing art, editable control and on-brand output together.
Ongoing, by design. The problem it answers is subscription-shaped: ads wear out in days, so the need for new ones never stops. The art is read once, and every week after that is a new batch — new concepts, same art, no new project. Plans are sized to a monthly volume of ads, so the line on the budget is predictable while the number of concepts tested goes up.
For larger studios there's a sales-assisted lane: a walkthrough on a game you already care about, then a setup to your house style and the networks you buy on.
FAQ
Monthly, in ads: each plan covers roughly a number of creatives a month, shown on the pricing page. Under the hood it's a monthly allotment spent per generation, and the ads figure is the honest average. The first scan of a store link is free and needs no account.
It sits between the two anchors most studios already have: well above cheap one-shot generators, and an order of magnitude below agency production — where a single video runs $1,000-plus with weeks of turnaround. The difference is that Vidscape's output comes from your own art, at scale, and every ad is editable by your team.
Yes. Paste your App Store or Google Play link and the first result is free, with no account needed. Larger teams can book a walkthrough on a game they already care about.
Image ads and motion-graphic ads for every batch, and video ads from the same art as a growing output. We're honest about that: video is where the market is going and it's the output we're building hardest, but we show what ships today rather than promising what doesn't.
No. It takes production off them — lifting the art, composing the concepts, laying out every size. Reviewing, choosing what ships and adjusting any ad stays with the team, which is what keeps the batch on-brand and under your control.

Paste your store link, see your ads — the first result is free and needs no account. Larger studios: book a walkthrough and we'll set Vidscape up to your conventions.
powered by Claude · every pixel stays editable