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game-marketing-images

Produce store screenshots, promotional compositions, character cutouts, and animated headers from an existing game's assets and truthful gameplay captures. Use for a game press kit or store-image campaign; not for inventing a new game's visual identity.

What is game-marketing-images?

game-marketing-images is a Claude Code agent skill that produce store screenshots, promotional compositions, character cutouts, and animated headers from an existing game's assets and truthful gameplay captures. Use for a game press kit or store-image campaign; not for inventing a new game's visual identity.

Works with~Claude Code~Codex CLI~Cursor
npx skills add https://github.com/thomasbutyn/game-marketing-images-skill/tree/HEAD/skills/game-marketing-images

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Documentation

Game marketing images

Turn existing game art and captured gameplay into a coherent, reviewable marketing pack. Preserve the user's chosen art direction, destinations, and publication permissions.

Establish the source and coverage

Inspect the game's actual UI, models, animation clips, sprites, fonts, existing captures, and asset licenses. Distinguish source meshes from shipping LODs: compare geometry and texture resolution rather than trusting names such as original or high. Prefer the best available source asset for foreground marketing renders. Recover existing exports before proposing new asset generation.

A dense untextured mesh is not a finished textured original. Preserve its actual materials and UVs, or obtain approval for a separate texturing step. Do not silently replace original texturing with a projection from the runtime mesh. Verify geometry count, material maps and texture dimensions in the downloaded file before rendering a batch.

Before paid asset work, check that the connected account can export the chosen output type. Credits, a generic download permission, and successful downloads of older assets do not establish export access for a newly textured model. Check provider restrictions first, retain task IDs, and never pay to regenerate an existing successful result because its download is blocked.

Build a small context matrix: the gameplay or UI context, its source capture, foreground subject, short headline, intended placement, and missing evidence. Let distinct contexts determine the count. Do not fill a quota with repeated stock-market, inventory, or menu views. Keep unfinished contexts explicitly pending.

Separate clean screenshots, composed marketing images, editorial art, and video previews. Check current official specifications for each requested placement before choosing export sizes or upload formats. A store header and an app preview can have different content rules. Read references/placements.md when planning exports.

Capture and pose

Capture actual rendered game frames after models, lighting, textures, and UI are ready. Use normal legal gameplay for gameplay screenshots. Do not manufacture positions, wins, currency, unlocks, or completed runs to create a claimed gameplay event. An isolated character or item render is marketing art and should be recorded as such, rather than presented as earned progress.

Use the game's rigs and animation clips for natural poses. Check the rendered silhouette; a valid rig or animation name does not prove the pose is good. Reject T-poses, A-poses, missing limbs, missing opponents, obstructed boards, diagnostic overlays, and unfinished lighting. A prop or prize item can be the foreground subject when that represents the context better than the main mascot.

Keep source provenance: asset IDs and checksums, capture/build identity, native resolution, animation and pose time, camera, and any crop. An enlarged export is not a native high-resolution capture. Read references/capture-and-motion.md for multi-room animation work.

Compose with depth

Start with the gameplay image as the main visual anchor. Place the character or item in front of it, slightly overlapping its edge. Put the short action word on a plaque or frame that also slightly overlaps the main image. Preserve the board, important actions, and meaningful UI beneath the overlays.

Use a shared composition system with game-specific materials, palette, and type. Adapt each aspect ratio deliberately: portrait space should support large readable gameplay and a substantial subject, not large empty title bands. Extra panels should add a different context or useful detail rather than repeat the same image.

Avoid repeated game titles, slide numbers, explanatory labels, or device mockups unless the user requests them or the placement requires branding. Keep added text and frames out of clean gameplay screenshots. Reference images guide hierarchy, overlap, rhythm, and color; they do not authorize copying another game's characters or art.

Render representative portrait and landscape samples, inspect them at mobile size and full resolution, then produce the remaining contexts. Iterate from observed visual problems rather than decorating a weak layout with more elements.

Verify and deliver

Check actual pixel dimensions, alpha requirements, file sizes, duration, frame rate, codecs, loop seams, and source quality. Review contact sheets for coverage and native-size samples for defects. For animated scene changes, inspect every scene and the final-to-first transition.

Preserve editable sources and reproducible recipes. Keep large rendered media outside source control when that matches the repository's storage policy. Use the user's existing SDK, CLI, or publisher for uploads; browser access is not inherently required for object storage. Publish only to authorized destinations. Reuse unchanged content, verify remote integrity, and publish a manifest after its referenced objects are available.

Put the results where the user can find them: visible motion sections before long galleries, direct full-size image and GIF/video links, working downloads, and an accurate pending list. Verify public access from the published URLs. Describe exactly what was captured, composed, upscaled, or remains incomplete.

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