MOBILE GAME ADS

Hundreds of mobile game ads, from the art you already have.

Paste your App Store or Google Play link. Vidscape pulls the characters, backgrounds, screenshots and logo from your listing and produces hundreds of ad variations in your game's own style — in every size Meta, Google and the in-app networks accept. Every one arrives in pieces you can change.

  • Hundreds of variations from one listing's art, in the game's style
  • Every ad in pieces — character, headline, background, button
  • Every size your networks accept, Meta first
Open a real campaign
MOBILE GAME ADS ✶ YOUR OWN ART ✶ HUNDREDS OF VARIATIONS ✶ EVERY SIZE META ACCEPTS ✶ YOU CONTROL EVERY ONE ✶

Ads that look like your game, in the volume your UA needs

A winning creative wears out in days, not months, so a studio needs a constant supply of new ones. Making them by hand is the slow part: a designer digs through the game's art files and builds each ad from a blank page. The one-shot AI tools don't fix that — they make one picture at a time, and what comes back is a finished image you accept or throw away.

Vidscape starts from the art your game already has. It reads the store listing, shows you the characters, backgrounds, props and logo it found, and builds hundreds of concepts, layouts, sizes and colourways out of those pieces. Because the character in the ad is your real character, lifted from your real art, the whole batch looks like the game — not like AI. And because each ad is built in layers, you can rewrite the headline, swap the character or recolour the button and ship it, instead of generating again and hoping.

What a batch of mobile game ads looks like here

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Your art, not a lookalike

Characters, backgrounds and props come off your listing and artwork. Nothing is invented to stand in for them, so every ad passes the test that matters: it looks like the game.

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Hundreds, not a handful

One listing's art is recombined into hundreds of concepts, layouts, sizes and colourways — a whole testing library, not a few options.

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Every ad in pieces

Headline, character, background, button — each is its own layer. Change one and ship it in minutes; nothing is take-it-or-leave-it.

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Real store facts

Rating, review count and the game's name come from the listing. Vidscape never invents a number.

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Every size, 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.

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Motion and video

Any layer can be animated into a motion-graphic ad. Video ads from the same art are a growing output — the examples below are real ones.

From store link to a batch of ads

1

Paste your store link

Your App Store or Google Play page. That is the entire setup.

2

Check the art

Vidscape shows the characters, backgrounds and props it pulled from the listing. Tick what it may use, add what it missed.

3

Get the batch

Hundreds of variations in your game's style, in every size your networks take.

4

Adjust and ship

Rewrite a headline, swap a character, recolour a button. Export. Next week, a new batch.

How many ad variations does a mobile game need?

More than most studios can make by hand. 82.5% of game advertisers release new creatives in an average month (SocialPeta, 2026), and winners change week to week. The networks reward variety — several distinct concepts, refreshed weekly — and the studio that can test more concepts finds its winners sooner.

That is why Vidscape produces a batch rather than an ad. One listing's art gives it enough pieces to build hundreds of concepts, and because the art was read once, each new week is a new batch rather than a new project.

How do the ads stay in the game's style?

The pieces are the game's own. A few specialised automated steps read the listing, pick the art worth using, plan each concept and compose it in layers from the same pieces every time — so a batch of hundreds looks like the game rather than drifting from ad to ad. You see the pieces before anything is built, and you can untick anything it shouldn't use.

What can I change after an ad is made?

Anything. The copy is text, not pixels, so a headline is rewritten in place. Every character, prop and background is its own piece, so it can be swapped for another from the same game. Buttons and panels are styles, so a palette change is a click. Move anything, then export the size you need — the pieces stay separate, so the same ad can be re-cut or animated later.

Is Vidscape only for mobile games?

Yes, deliberately. Mobile game studios need enormous creative volume, their ads wear out unusually fast, they already own a lot of art, and they measure cost per install per creative — so what Vidscape does is worth the most to them, and it can be proven rather than argued. Studios of any size qualify; the test is whether you refresh creative weekly and production is what slows you down.

FAQ

Questions, answered.

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.

Yes, and you can check with the free scan before spending anything. Because the variations are built from separate pieces rather than generated one picture at a time, one listing's art recombines into hundreds of concepts, layouts, sizes and colourways.

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.

Meta first — feed 1:1 and 4:5, Stories and Reels 9:16 — then Google App campaigns sizes, TikTok, and the portrait, landscape and square interstitials AppLovin, Unity and ironSource take. Each size is its own layout, not a stretch.

Yes, and we're honest about where it is. Motion-graphic ads from the layered ads come with every batch, and video ads from your art are a growing output that improves every month — the examples on this page are real ones, made from the Rooms & Exits listing.

Monthly plans, each a credit allotment shown on the pricing page as roughly how many creatives it buys a month. The first scan of your store link is free and needs no account.

See your own game's ads before you decide anything.

Paste your store link. The first result is free and needs no account.

every element stays editable