Creating promo materials based on game graphics

The game is ready, but channels and storefronts are silent about it — promo materials decide whether it gets noticed. We create turnkey promo materials for a game: from key visuals to kits for platforms and videos. One kit works both in app stores and in advertising — reach grows without new shoots.

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The game is ready, but no one knows about it — promotional materials for the game

The game is ready: mechanics are polished, levels are completed, balance is calibrated. But at launch, an unpleasant thing becomes clear — potential players simply haven’t heard about it.

They choose with their eyes, in feeds and catalogs, and go to competitors whose presentation turned out more noticeable, even though the game itself may be weaker than yours.

Promotional materials for the game are what make the difference here.

Shots from the project, a short video, key art, an announcement in communities — from them a person understands in a couple of seconds what kind of game is in front of them and whether it’s worth spending an evening on it.

Without such presentation, even a strong project looks like just another unnoticed release in the general stream.

Game promotion at launch is the narrowest window. The first days set the pace: if you managed to attract the first players, they bring reviews, discussions, and live playthrough recordings, and game recognition grows without your constant involvement. Miss this moment — and you’ll have to catch up longer and noticeably more expensively.

We handle this task: we assemble promotional materials based on game graphics — from a set of shots for catalogs to short videos for social media and the community. The game starts speaking to the audience even before they launch it for the first time.

What the studio gets: reach, recognition, and live installs

Promotional materials for the game work not for “pretty,” but for a measurable result: how many people saw the project and how many came back for it after the first touch. Here is what the studio gets when promo is assembled from game graphics rather than stock images.

  • Reach of the game’s audience — formats for each platform: vertical videos, card images, covers, and announcements that spread across channels on their own.
  • Installs after promo — the click leads to a page with live graphics, so interest doesn’t fade halfway.
  • Recognition of the game brand — a unified visual language: the player is recognized by a frame before they read the title.
  • Interest in the project — reasons to return: new shots, updates, seasonal selections.

What the audience sees

The player encounters the project where they already spend time: in the feed, in recommendations, on a store page. They see not a banner, but a scene from the game itself — that’s why they stop instead of scrolling past.

The bar is set by authoritative platforms like Steam: weak graphics in a card simply don’t collect clicks.

What the studio gets

The studio gets a manageable flow of attention, not a “set of pictures.” Materials are reused: an announcement becomes a selection of shots, shots become covers for the next update.

One in-game capture session covers several launches, and teams come back for promo again — the result is visible in numbers, not just on a mockup.

Promotional material formats for the game for your task

We select promo material formats for the task: one set is needed to launch the game loudly on the market, another — so the audience returns to the project between updates. Below is what is ordered most often and what benefit it brings you.

Release material set

By launch, we assemble a kit that covers all first-touch points: platform pages, ads, social media, newsletters, and press. Everything in a unified style and in one package — the team doesn’t have to look for missing elements from different contractors.

Format For whom What it gives the client
Release trailer Stores, ads A clear first impression and more installs
Game video — gameplay cuts Communities, streamers Material that is readily republished — reach without extra payments
Graphics for platform storefronts Store pages, banners A noticeable shelf and higher click-throughs from views

Materials for a constant content flow

After release, the game lives through updates and events, and interest needs to be maintained regularly, not with a single volley.

We maintain a unified style and release materials for each update — you don’t need to look for a contractor each time and explain again what the project looks like.

Format For whom What it gives the client
Short videos for events Social media, ads Player return and increased engagement
Updatable storefronts Platform pages A shelf that doesn’t look abandoned
Templates for promotions Your team Some materials can be assembled in-house

Don’t want to choose from the list — tell us about the game and deadlines, and we’ll propose a set of formats for your task.

How the work goes: from brief to launch and support

Promotional materials for the game solve two tasks: to show the project before release and to retain interest after. We run the work transparently — you always know what stage the project is at, what has already been approved, and when you will receive the finished kit.

Before work starts

  1. Discussion of the task. We break down what we are promoting: an announcement, a demo version, an update, or an in-game event, and where the materials will be shown.
  2. Review of game graphics. We look at the source assets and decide what to take into promo as is and what is worth enhancing.
  3. Plan and deadlines. We fix the kit composition, the approval order, and the date for handover of materials.
  4. Style approval. We approve the visual direction on test shots — after that the whole series follows the same key.
  5. Production. We show intermediate versions and refine them based on your comments until the result is satisfactory.
  6. Preparation for launch. We assemble the final formats for each platform and hand over the kit in advance so the team has a time buffer.

After launch

The work doesn’t end with handing over files. We help place the materials, monitor how they perform on platforms, and suggest what to strengthen in the next wave.

If updates or events are released after launch, the promo kit expands — without rebuilding from scratch and without repeated approvals. A typical kit takes from two to four weeks, major campaigns — longer; we fix exact deadlines at the plan stage.

What will be included in the delivery and remain with your team

We assemble promotional materials for the game as a ready-made kit for a specific launch date, not as a set of disparate files. The delivery includes everything needed by marketing, the publisher, and placement platforms: approved sizes, formats, and usage rights. You won’t have to catch up with the campaign through revisions by third-party contractors.

Finished materials

  • Teaser video and its short versions for social media, broadcasts, and ad networks.
  • Banners and static creatives for store storefronts, the game page, and media placements.
  • Key art and screenshot frames in the proportions required by each platform.
  • Several cover and first-scene options — to test which presentation gets the best response.
  • Animated intros and short loops for social media and streams.
  • Launch kit for the game: materials are in one place, with a folder structure and clear names.

Rights and source files

  • Source files of the materials — project files, layers, storyboards, edits — remain with your team.
  • We transfer usage rights for the materials to you, including edits for future campaigns and repeated placements.
  • The delivery composition, deadlines, and usage terms are fixed in the handover act.

We approve the kit before the start so that by the release date you have the full set — and can launch the campaign on your own.

Case study: how a game project gained reach after release

A studio came to us with a team game: the release went well, but after a few weeks audience interest began to fall. The team had no in-house promotion department, and the source materials were enough for only a couple of posts.

The game needed a content flow that would retain attention between updates and bring in new players.

What we did

We assembled a series of promotional materials based on game graphics: short vertical cuts of the most spectacular moments, animated character selections, and an image kit for communities.

Materials for the update went as a separate track — they could be published in advance without distracting the team from development. Over two months, more than twenty videos were released, and the studio’s channels, including YouTube, ran without pauses.

What it gave the project

Views of promotional materials grew 3.7 times compared to the posts the team made on its own. Every fourth new player came via a link from promo, and the activity peak in the first weeks after the update lasted noticeably longer — people returned to the game and invited friends.

A month later, the studio returned with a request for a seasonal set of materials: according to them, maintaining a content flow is easier than assembling it from scratch every time. That’s exactly how we verify the result — the client comes back for more.

What if the game has a non-standard style and strict requirements?

A non-standard game style is not an obstacle, but the main reason why promotional materials cannot be assembled from a template. First we understand the project’s visual language: palette, character movement, screen presentation, tone of texts. Then the materials read as a continuation of the game, not as someone else’s ad next to it.

We collect the client’s special requirements before the start and record them in writing. Internal brand rules, image restrictions, approved wording, mandatory elements, and forbidden topics become part of the task, not a surprise at final acceptance.

Next comes adaptation of materials for the project. We assemble a unified visual reference for style and run every format through it: store covers, banners, social media shots, videos, presentations.

The same character, font, and color remain recognizable even if platform requirements differ greatly.

So you don’t have to guess how it will look, we show one or two test materials before large-scale work. If the style hits the mark — we roll out the whole set; if not — we fix it at this stage, when it’s fast and without rework.

That’s why a non-standard project is not a risk for us, but a normal task: we work with the client’s internal rules as carefully as with the game itself. Describe your specifics — we’ll come back with an estimate and a plan where it’s clear how they are accounted for.

Common doubts before ordering and honest answers

Most often the doubts sound the same: “how many revisions are included,” “will you make it to launch,” “what will happen to the materials when we want to change something.” We answer directly, without fine print.

On revisions and refinements: the revision package at each stage is agreed in advance and included in the work — you don’t get an invoice for every new iteration.

We fix the number of revision rounds at the start, and if along the way it turns out that it’s better to unfold the concept, we’ll say so before we do it, not after.

On deadlines, the guarantee is simple: the delivery date is tied to your launch — announcement, update, exhibition — and we work backward from that date.

If the contractor risks not making it, you find out immediately, while there is time to restructure the plan, not a day before publication.

What if something breaks or becomes outdated after launch?

We hand over the materials to you as source files in working formats — you are not tied to us and can refine the promo on your own or with another team.

If something falls off or breaks on your side, we investigate and restore it: the warranty period after handover is included in the work by default.

Outdatedness is covered too: we update the visuals for a new game version, season, or platform — at your request, not from scratch. The source files and structure stay the same, so reassembling the promo set takes hours, not weeks.

If your doubts are not from this list — write to us, we’ll discuss and come back with an estimate and plan for your task.

Let’s discuss your game and come back with a work plan

When promotional materials for a game are done “as an afterthought,” the most valuable thing suffers — project recognition and player trust.

That’s why we start not with templates, but with a conversation: what the game is, who plays it, where the materials will work — in app stores, social media, at an exhibition, or in ads.

We’ll discuss the task and propose formats that will deliver results specifically for you, not “like everyone else.”

What you get right after reaching out:

  • Task breakdown: your audience, key platforms, appropriate style and tone.
  • Selection of formats — trailer, shots, banners, art — for specific channels.
  • Work plan and estimate: stages, deadlines, responsibility areas before the start.
  • Examples of projects close in genre and an explanation of why the solutions worked.
  • Recommendations on publication timing to hit an announcement or launch.
  • Transparent scope: what is included in the work, what isn’t — we discuss it in advance.
  • One point of contact — you speak with the person leading the project, not with intermediaries.

Then the decision is yours alone. Describe the game and the platforms where promotional materials are needed — we’ll come back with a work plan and estimate, and after approval we’ll immediately start production.

You can order promotional materials with one message: after that, the team leads the process itself, and you only need to approve the result.