FOR MARKETING LEADERSHIP
Increase creative testing velocity without proportionally increasing production cost.
Vidscape turns the art a game already owns into rounds of up to 14 ads, each a different angle, on a monthly plan rather than designer hours or agency invoices. Every ad arrives editable, so the team ships it instead of remaking it.
- Rounds of up to 14 ads from art the studio already paid for
- A new round each week, from one store link
- Costs more than a one-shot generator, less than agency production


The cost of creative scales with volume. It doesn't have to.
Winning creatives wear out, and the studios that do well at paid user acquisition keep replacing them. That leaves a choice nobody likes: pay for the volume, through an agency invoice 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 and builds on-style rounds of ads from the art the studio already owns: static, motion-graphic and scripted video ads. Each monthly plan is shown as roughly how many ads it buys, and every ad arrives in pieces the team can change, so the production line moves without a proportional line on the budget.
What changes in the creative line
Rounds from art you already own
One listing's characters, backgrounds, props and logo are the starting point for up to 14 ads a round. The studio paid for that art once; Vidscape puts it to work every week.
A supply, not a delivery
The art is read once. Every week after that is a new round of concepts rather than a new project or a new invoice, matched to how fast a winning creative wears out.
Every ad editable by your team
The headline is text, the character is a layer, the button is a style. An almost-right ad gets fixed by whoever's nearest, not sent back for a round.
Feed, story and carousel
1:1 feed, 9:16 story and carousel, which covers Meta's feed, Stories and Reels, and TikTok. Other sizes aren't generated yet; a layered PSD gives your artist every layer to rework.
Motion and video from the same art
Any layer of any ad can be animated into a motion-graphic ad without a rebuild. Any ad can also start a scripted video of 20 to 30 seconds, built from generated stills and your art.
Shown as roughly how many ads a plan buys
Each plan is a credit allotment, shown on the pricing page as roughly how many ads it buys a month. It costs more than a one-shot generator and less than agency production.
The art a studio already has
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.




From store link to a weekly supply
Paste your store link
Your App Store or Google Play page. No brief, no kickoff, no onboarding project.
Check the art
Vidscape shows the characters, backgrounds and props it read from the listing. The team ticks what it may use.
Get the round
Up to 14 ads in the game's style, in 1:1, 9:16 or carousel, each a different angle.
Adjust and ship
The team fixes what needs fixing, exports, and tests. Next week, plan another round from the same art.
How does this compare with an agency?
For most studios the real alternative is designers plus an agency: a bill per video, a wait for each round of changes, and a blank page every time. Vidscape builds rounds of up to 14 ads from the art the studio already has, on a monthly plan. Each plan on the pricing page shows roughly what a month buys, so you can put that next to what you pay today.
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.
Why not a cheap one-shot AI generator?
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 rounds all start from the studio's own art, and every ad in them arrives in pieces the team controls. That's what justifies costing more than a generator: rounds from existing art, editable control and on-style output together.
Is this a one-off, or an ongoing line?
Ongoing, by design. The problem it answers is subscription-shaped: ads wear out, so the need for new ones never stops. The art is read once, and each week after that can be a new round: new concepts, same art, no new project. Plans are shown as roughly how many ads a month buys, so the line on the budget is predictable while the number of concepts tested goes up.
For larger studios there's a walkthrough on a game you already care about: write to support@vidscape.ai. Bigger plans add seats, one shared credit pool and usage per team member, and Enterprise adds invoiced billing.
FAQ
Questions, answered.
Monthly plans, each a credit allotment shown on the pricing page as roughly how many creatives it buys a month. The first scan of a store link is free and needs no account.
It sits between the two anchors most studios already have: more than a cheap one-shot generator and less than agency production. The difference is that Vidscape's ads start from your own art and every one is editable by your team. Put the plans on the pricing page next to what you pay today.
Yes. Paste your App Store or Google Play link: the scan is free, needs no account, and shows the art, colours and store facts Vidscape read. A free account then makes your first ads. Larger teams can book a walkthrough on a game they already care about: write to support@vidscape.ai.
Both, and here's where it stands. Static and animated ads come from any round. Any ad can also start a scripted video of 20 to 30 seconds, built from generated stills and your art, with every scene editable. Vidscape doesn't make generated-footage video today.
No. It takes production off them: reading the art, composing the concepts, laying out each ad. Reviewing, choosing what ships and adjusting any ad stays with the team, which is what keeps the round on-brand and under your control.

See it on your own game.
Paste your store link. The scan is free and needs no account, and a free account makes your first ads. Larger studios: book a walkthrough on one of your titles; write to support@vidscape.ai.
every element stays editable