# Introducing store art from your agent

> AI game store art from your agent. Real gameplay screenshots, key art and a tall cover at the exact store sizes, step by step, with no image editor.

- URL: https://www.summerengine.com/blog/introducing-store-art-from-your-agent
- Published: 2026-10-09T00:00:00.000Z
- Author: Summer Team
- Tags: Product Update, AI Agents, Publishing, Store Art, Summer Engine

Your coding agent can now make your AI game store art from start to finish. It captures real gameplay screenshots and makes key art and covers at the exact sizes the store needs. No image editor needed. You ask, the agent works, and you approve each picture before it goes on your store page.

This post covers what shipped, why it matters, how to use it step by step with the real prompts from our docs, and the limits you should know about.

## What AI game store art can your agent make now?

Two things are new in the Summer Engine package, version 3.4.0 and later.

**Real gameplay shots.** Your agent can start your game in an offscreen engine window, let it run for a few seconds, and save real frames as PNG files. It does not need the editor open, and nothing pops up on your screen. The default size is 1920x1080, which is the store size for landscape screenshots. For a portrait game, it captures at 1080x1920 instead.

**Art at the exact store size.** Your agent can now ask for a picture in a slot's own shape, such as 16:9 for key art or 9:16 for a tall cover, and in a given width and height. The result reports the real size it came back at. The agent then crops it to the slot itself, around the subject, so faces and objects stay in view.

Together, these fill every art slot on a Summer Games store page.

| Slot | Size | Text in the art |
| --- | --- | --- |
| Key art | 16:9, at least 1920x1080 | None, no logo |
| Tall cover (mobile) | 9:16, at least 1080x1920 | None |
| Screenshots | 16:9, at least 1920x1080 | Real gameplay, the game's own HUD is fine |
| Tall capsule | 3:4, at least 600x800 (1200x1600 is best) | Logo is fine |
| Wide capsule | 460:215, at least 920x430 | Logo is fine |
| Icon | 1:1, 1024x1024 | None |

The full list of slots, sizes and reasons is in the [store art guide](https://docs.summerengine.com/publishing/store-art).

## Why does store art matter so much?

A store page sells your game before anyone plays it. Players judge a game by its pictures first, and they decide whether to click Play from there.

Until now, getting those pictures meant a lot of manual work. You opened the editor, played to a good moment, took a screenshot by hand, and hoped the window was the right size. Then you opened an image editor, looked up each size, cropped by eye, and exported again. Each slot has its own shape, and each store shows your game in different places. One landscape picture cropped into every slot cuts off faces and logos.

There is a second problem. Many image generators return a 1024x1024 square by default. That is too small for key art and far too small for a tall cover. Stretching it makes the art blurry, and a blurry hero image is worse than none.

Now your agent handles all of it. It knows each slot's shape and minimum size, makes one picture per shape, checks the real size, and crops to the slot. It captures screenshots from your real game, so they match what players will get.

## How does gameplay capture work?

When your agent captures gameplay, it starts your game in an offscreen engine window. This is a real renderer, not a headless run, so the frames show exactly what your game draws, HUD included. The window is parked offscreen and never takes focus, so you can keep working while it runs.

You can control a few things through your agent.

- **Scene.** By default the capture starts your main scene, which is often a title menu. For gameplay frames, ask your agent to start the gameplay scene instead.
- **Size.** 1920x1080 by default, or 1080x1920 for a portrait game.
- **Frames.** One frame by default, up to 10 in one run, with a gap between them.
- **Wait time.** The game runs for 3 seconds before the first frame by default, so the scene has time to draw.

The frames are saved inside your project, in a folder that git ignores. Your agent gets back each frame's real width and height, and it should look at every frame before using it. If your game's stretch settings render a different size, the tool warns you.

If you already have the editor open with the game running, your agent can also take a screenshot of the running game. Either way, screenshots are always real gameplay. They are never generated.

## How do you make store art for your game with AI, step by step?

Your game needs a store page on Summer Games first. If you have not made one yet, our guide on [publishing your game with an agent](https://docs.summerengine.com/publishing/agent-publishing) covers every step, from export to the approval link.

### 1. Connect your agent

Gameplay capture runs on your computer, so use an agent there, such as Claude Code or Codex. Run the setup for your agent. It writes the MCP config and installs the Summer skills.

```bash
npx -y summer-engine@latest setup claude-code --yes
```

For Codex, use `setup codex --yes`. Then sign in to the store once per computer and restart your agent.

```bash
npx -y summer-engine@latest login --store
```

The full steps are in [connect your agent](https://docs.summerengine.com/publishing/connect-your-agent).

### 2. Capture real gameplay

Ask your agent for frames. If your game opens on a menu, tell it which scene is the gameplay scene, and how many frames you want.

```text
Take gameplay screenshots for my store page.
```

Look through the frames. Pick four to six for the desktop store and three to five for the mobile store. That is plenty.

### 3. Make the missing art

This prompt is copied from the docs. Your agent reads your store page, checks your own art first, and makes only what is missing.

```text
Make the missing store art for my game on Summer Games. Use the Summer Engine
MCP and the `store-art` skill, and follow
https://docs.summerengine.com/publishing/generate-store-art.md.

* Read my store page and list the empty slots. Look in My assets first.
* For each slot still empty, read my board's look and make one picture in
  the slot's own shape with summer_generate_image, at least the slot's
  minimum size. No text, and no other game's characters.
* Crop it yourself to the slot's exact size around the subject, upload it
  with summer_upload_image_begin and summer_upload_image_complete, and put
  it in the slot with a focal point.
* Show me each picture before it goes in. Never generate screenshots:
  capture real gameplay with summer_capture_gameplay.
```

If your game has a board, the agent reads its look, characters and world first, so new art matches the game you designed.

### 4. Fill every slot for every store

If your game ships on both desktop and phones, use this prompt from the [store art guide](https://docs.summerengine.com/publishing/store-art) to fill both art sets at once.

```text
Fill the store art for my game on Summer Games. Use the Summer Engine MCP and
the `store-art` skill, and follow
https://docs.summerengine.com/publishing/store-art.md.

* Read my store page with summer_store_get_listing and list the empty slots
  for each store my game is on.
* Use my art in My assets first. Make only what is missing, in each slot's
  own shape, and set the focal point on the subject.
* No text in key art, the tall cover or icons. Screenshots are real
  gameplay: the game's own HUD is fine, no added captions. Stay within 20
  pictures.
* Show me each picture before you put it in its slot.
```

### 5. Review and approve

Your agent shows you each picture before it goes in. Say no to anything that does not look like your game. You can also open your game's store page in Studio, then **Desktop store** or **Mobile store**, where a live preview shows every crop.

## What rules does the agent follow?

The rules exist because the store draws on top of your art.

- **No text in key art, the tall cover or icons.** The store draws your real title, price and buttons over key art. A title in the picture means two titles.
- **Screenshots keep the HUD.** Your game's own interface is fine. Added captions, logos and overlays are not. Small text cannot be read on a phone anyway.
- **One picture per shape.** The agent never makes one landscape picture and stretches it into every slot.
- **Focal point.** Key art, capsules and the tall cover keep a focal point on the subject's face or main object, so every crop keeps it in view.
- **Shape check.** Each picture must match its slot's shape within 2% and meet the minimum size.
- **Your game only.** Art shows your hero, your world and your look. Never another game's characters, and never fake gameplay.

## What are the limits?

Some things to know before you start.

- **Capture needs an agent on your computer.** An agent in the browser cannot run your game, so it cannot capture frames. It can still make and place the other art.
- **The default scene may be a menu.** Name the gameplay scene, or the frames show your title screen.
- **Small results are not stretched.** If a generated picture comes back below the slot's minimum, the agent should make a larger one, not stretch it.
- **20 pictures per store page.** That budget covers both stores and the trailer, so keep screenshots to four to six on desktop and three to five on mobile.
- **Art is per store.** A desktop picture never goes in a mobile slot, even when it fits. Only the icon may be shared.
- **Agent publishing is rolling out.** It is open to invited creators while the store opens it to everyone.

## What should you do next?

Once your art is in, your agent can write the store page text, upload the build and submit it. You click **Approve publishing** once, and the game goes live after review.

If you also plan to sell on Steam, our guide on [how to publish a game on Steam](/blog/how-to-publish-game-on-steam) covers that store, and [how to publish a PC game](/blog/how-to-publish-pc-game) compares the other PC stores. If your game is not multiplayer yet and you want it to be before launch, start with [adding multiplayer to your game](/blog/add-multiplayer-to-your-game), or read our overview of [making a multiplayer game with AI](/blog/make-a-multiplayer-game-with-ai).

New to Summer Engine? Tell your agent "Install Summer Engine and let's make a game."

---

## Machine-readable resources

- Site index for agents: https://www.summerengine.com/llms.txt
- Full inlined content: https://www.summerengine.com/llms-full.txt
- Porting catalog: https://www.summerengine.com/llms-porting.txt
- Structured catalog: https://www.summerengine.com/agent-catalog.json
- Sitemap: https://www.summerengine.com/sitemap.xml
- Developer resources: https://www.summerengine.com/docs