Advergame maker
Advergame maker for branded mini games people download and play
Describe a small game built around a brand, let the agent build and test it in a real engine, generate the mascot, music and art from brand references, and ship a desktop build for a download page, itch.io or an event kiosk.
The short answer
Summer is a free desktop game engine for macOS and Windows with an AI agent that builds and playtests the game, plus Studio for brand art, 3D mascots, music, sound and voice. It exports Windows and macOS builds, which suits a download from a campaign page, an itch.io page or a booth laptop. It does not export to the web yet, so an advergame that has to play inside a web page or a banner needs a web-first tool, and Summer adds no analytics or lead capture to the game.
An advergame is a small game made to carry a brand, a product launch or a campaign message. The good ones are real games first. They have one mechanic that is fun for a few minutes, the brand in the world rather than on top of it, and a clear reason to play again, such as a score to beat at a booth or a code to share.
The hard part for a marketing team is rarely the idea. It is getting a playable build made, tested and packaged in the weeks a campaign actually has, without a game studio on retainer. That is the part Summer shortens. The agent writes the scenes and scripts, runs the game, reads the errors and fixes them, and Studio produces the brand assets that would otherwise wait on an illustrator, a 3D artist and a composer.
Before you start, match the format to where people will play. Summer makes desktop games for Windows and macOS. That fits a downloadable game, a game on a laptop or a touch kiosk at an event, or a free itch.io page. It does not fit a game that must run inside a web page, a social feed or an ad unit, and this page says where to go for that.
What it does
The game, built and tested by an agent
Describe the mechanic and the agent edits scenes and scripts, runs the game, sends input, reads diagnostics and fixes what breaks. Use the built-in agent or Claude Code, Cursor or Codex through the Summer MCP.
Brand assets from brand references
Generate the mascot, backgrounds, product props and title art in Studio with the brand's own artwork as reference images, and turn a mascot drawing into a 3D model. Auto-rigging with walk and jump works on textured humanoid characters with clear arms and legs. A bottle or blob mascot needs its own animation approach.
Sound that matches the campaign
Generate a music loop, UI and pickup sounds, and short voice lines for the mascot, then let the agent wire each sound to its event in the game.
Desktop builds you control
Export Windows and macOS builds once the export templates are installed. You own the project and the build, with no royalty or revenue share to Summer.
How it works
- 1
Step 1: Pick the play context first
Decide where people play, whether that is a booth laptop, a download from the campaign page or an itch.io page, and how long a session should last. Those two answers set the controls, the length and the reset rules.
- 2
Step 2: Build one mechanic around the brand
Start from a template or a blank project and ask the agent for one core loop, such as catching falling products, a short runner or a timed puzzle, with a score and a restart. The Build a game from a prompt preset gives the agent the same brief.
- 3
Step 3: Dress it with brand assets
Generate the mascot, props and backgrounds from the brand's reference art, add music and sounds, and have the agent import and place them.
- 4
Step 4: Playtest and tune
Have the agent run the game, play through it and report errors, then play it yourself and with people outside the team. Cut anything a first time player does not understand in ten seconds.
- 5
Step 5: Export, sign and publish
Export the Windows and macOS builds, sign and notarize the macOS build, test both on clean machines, and publish on the download page or itch.io.
Two ways to run it
In Studio, or from the agent you already use
In Summer Studio
Studio runs in the browser. Use the Image tab with brand art as references for the mascot, props and title art, the 3D tab to turn the mascot into a rigged model, and the Audio tab for music, sound effects and voice. Everything lands in the library the desktop engine reads.
Open Summer StudioFrom Claude, Cursor or Codex via MCP
If the build is handled by a developer with Claude Code, Cursor or Codex, the Summer MCP gives that agent the engine and the generators. It can build the scene, generate the mascot with summer_generate_image or summer_generate_3d, add sounds with summer_generate_audio, run the game with summer_play and check it with summer_game_probe and summer_screenshot.
Example prompt for your agent
Build a 60 second catch game for our juice brand. The mascot from brand/mascot.png moves left and right at the bottom, fruit falls from the top, bruised fruit costs a life. Show the score and a high score table that resets on restart, return to the title screen after 20 seconds without input, then run it and fix any errors.Set up the Summer MCP
| Channel | Works with Summer | What to know |
|---|---|---|
| Download from the campaign page | Yes, Windows and macOS builds | Sign the builds. Unsigned macOS downloads are blocked by Gatekeeper, and Windows SmartScreen warns on files without an established reputation |
| itch.io page | Yes, as a download | Free to use and places no ads on your pages. Page views and downloads show in your itch.io dashboard |
| Event kiosk or booth laptop | Yes, a desktop build | Runs offline. Build an attract screen and an idle reset into the game |
| Steam | Builds are compatible, the format may not be | Steamworks lists applications with advertising-based business models among content not to publish. Ask Valve before planning around it |
| Inside a web page, social feed or ad unit | No | Summer does not export to the web yet. Use a web-first engine such as GDevelop |
| iOS or Android app | Not out of the box | Needs that platform's toolchain and signing (the Android SDK and a keystore, or a Mac with Xcode for iOS) and a pass on touch input |
Pricing
What it costs
- Image, Nano Banana 2 Lite (1K)
- $0.07estimate
- 3D model, Hunyuan 3D v3.1 Pro
- $0.75
- Music, per minute of track
- $0.21
- Sound effect, 5 seconds
- $0.01
- Voice line, about 5 seconds
- $0.01
The engine is free to download and use. Asset generation needs a paid plan or a top-up. Store and signing costs come from Apple, Valve or itch.io, not Summer.
Prices are charged from your Summer usage balance. Generating assets needs a paid plan or a top-up: Pro is $20 a month and includes $20 of usage, and top-ups start at $10. The desktop engine itself is free to download.
See all plansExamples
Prompts that work, and what comes back
Formats that suit a desktop advergame, with the prompt that starts each one.
Booth high score game
Prompt
A 45 second arcade game where our mascot dodges obstacles on a conveyor belt, big readable score, top ten table with three letter initials, back to an attract loop after 20 seconds idle.
What you get
A short loop for a trade show laptop, with a leaderboard that gives people a reason to come back.
Product launch runner
Prompt
An endless runner through a city built from our product's packaging colors, collect the new flavor cans, speed rises every 15 seconds.
What you get
A downloadable game for the launch page and an itch.io page.
Mascot puzzle
Prompt
Ten short sliding puzzle levels starring the mascot from brand/mascot.png, each level ends on a line of mascot dialogue.
What you get
A calm game with the brand voice in every level, built from the brand's own art.
Seasonal campaign game
Prompt
A snowball throwing game in a winter version of our store front, three rounds, a final screen that shows a code the player reads out at the counter.
What you get
A booth or in-store game with a code shown on screen, and no personal data collected by the game.
3D mascot showcase
Prompt
Turn the mascot drawing into a rigged 3D character with walk and jump animations, then build a small hub world to explore with three hidden collectibles.
What you get
A short 3D explore game built around the mascot. Rigging works when the mascot has a humanoid body.
Design for the place people play
At an event, most players have never seen the game and have a queue behind them. Keep the controls to a few keys or a gamepad, make one round short, show the score in huge type and return to an attract screen by itself when a player walks away. The agent can build all of that as game logic, and you should test it on the actual booth hardware.
For a download, the first minute matters more than the length. Put the player in control within seconds, skip account creation, and make the brand part of the world, such as the product as the collectible or the mascot as the hero, rather than a banner over the play area.
- One mechanic, tuned until it is fun without the brand on it.
- Controls a first time player understands in ten seconds.
- A clear end state, such as a score, a time or a code shown on screen.
- An idle reset for any unattended screen.
Distribution without a browser build
Advergames are often expected to play in a browser, and that is exactly what Summer cannot do yet. If the brief says it must run on the campaign site with no download, inside a social app or as a playable ad, choose a web-first engine instead. GDevelop's documentation, for example, lists desktop, web and mobile as publishing targets.
If a download works, the practical options are a signed build on the campaign page or a free itch.io page. itch.io is free to use, never places ads on your pages and shows how often pages are viewed and downloaded. Its download keys give someone full access to a paid or restricted page without buying, which suits a limited release handed out at an event. New accounts have limits on page count, files per page and file size that itch.io raises on request.
Signing the build so people can open it
A game downloaded from a brand site has to get past the operating system. Godot's macOS export documentation warns that projects exported without code signing and notarization are blocked by Gatekeeper when downloaded from unknown sources, and notarizing needs an Apple Developer ID certificate. On Windows, Microsoft Defender SmartScreen shows a warning for a downloaded file, app or certificate with no established reputation, so a signed build from a known publisher helps.
Plan who owns these certificates before the campaign starts. They usually belong to the brand or the agency, not to whoever builds the game.
Measurement, data and rights
Summer adds no analytics, tracking or lead capture to an exported game. Measure what you control, such as clicks to the download page, itch.io view and download counts, or codes redeemed at the counter. If the game ever collects names or emails, that is a data protection decision for the brand's legal team.
Games aimed at children carry extra rules. The FTC's COPPA rule places requirements on operators of websites or online services directed to children under 13, and on operators that know they are collecting personal information from a child under 13. Keep a kids' advergame free of personal data unless counsel has signed off.
Use only art, characters and music the brand owns or has licensed, and do not imitate real people's voices or likeness. Summer's terms state that you retain ownership of the content you create, and there is no royalty or revenue share to Summer.
Frequently asked questions
What is an advergame?
A game made to promote a brand, product or campaign. The brand is built into the game itself, as the world, the hero or the collectible, rather than shown as an ad around it.
Can a Summer advergame run in a web browser?
No. Summer does not export to the web yet. It builds Windows and macOS games, so a browser or ad unit advergame needs a web-first tool.
How do people get the game?
As a download from your campaign page, from an itch.io page, or on a laptop or kiosk at an event. Sign and notarize the macOS build so Gatekeeper does not block it.
Does Summer track players or measure campaign results?
No. Summer adds no analytics or lead capture to exported games. Use your download page's analytics, itch.io's view and download counts, or codes players redeem.
Can we put the advergame on Steam?
Summer's builds work on Steam, but Steamworks lists applications with advertising-based business models among content it does not want published. Ask Valve before planning a campaign around it.
Do we need a developer?
Not for a small game. The built-in agent builds and tests from plain language. Someone still has to playtest it, decide what is fun and handle signing and publishing.
Can we use the brand's own characters and logo as references?
Yes, as long as the brand owns them or has licensed them for this use. Upload the logo, mascot sheet or packaging as reference images in Studio so generated art stays on model, and keep third party characters and real people's likeness out of the game.
Make your game. Grow your game.
Even if it is built in another engine.
Free to download for macOS (Apple silicon) and Windows.