For game marketers
AI tools for game marketing that start from the actual game
Key art, capsules, short video shots and store screenshots built from the real characters and scenes, so the marketing looks like the game players will get.
The short answer
Summer helps game marketers produce key art and Steam capsules from a game's own characters, short generated video shots with Seedance 2.0, Veo 3.1 or Kling 3.0 in vertical, square and wide formats, still screenshots captured from the running game, and playable desktop demos for Windows and macOS. It does not yet record gameplay to video, so a trailer still needs your own screen capture for the shots that must show real play.
Game marketing has a truth problem that generic AI video tools make worse. Ads full of footage that is not in the game get called out in comments, and store art that oversells gets reported. Players want to see the game, and they are unusually quick to notice when a store page shows something the build cannot deliver.
Summer starts from the project itself. Art is generated with the game's characters as references. Screenshots come from the running game. When the game is built in Summer, the agent can set up a scene, frame a shot and capture it, the same way a photographer would block a shot before pressing the shutter, except the "photographer" is your agent and the "set" is the actual level.
Generated video is useful where it is honest, for establishing shots, mood pieces, title cards and motion around your real screenshots. It is a way to get cinematic coverage a small team could never shoot by hand, without pretending it is gameplay footage it is not.
This matters at every budget level. A solo developer gets a capsule and a teaser without hiring anyone. A small studio's marketing person gets a first pass on key art and social cuts fast enough to test messaging before a launch date is locked in, then hands the winning direction to a contractor for polish if the budget allows.
What it does
Key art and capsules
Generate key art from your characters and export every Steam capsule and library size with the text rules applied.
Short video shots in every format
Seedance 2.0 supports 16:9, 9:16, 1:1, 4:3, 3:4 and 21:9 with clips up to 15 seconds; Veo 3.1 and Kling 3.0 cover wide and vertical.
Screenshots from the running game
For games built in Summer, the agent runs the game, frames the shot and captures still frames for store pages and posts.
Playable demos
Summer exports Windows and macOS builds, so a short playable teaser can go on Steam as a demo, on itch.io, or in a press kit. Web export is not available in Summer yet, so players download the demo instead of opening it in a browser.
How it works
- 1
Step 1: Gather the source
Collect character renders, screenshots and the logo from the dev team, or open the Summer project directly.
- 2
Step 2: Make the stills
Generate key art and capsules with references, and capture fresh screenshots from the game.
- 3
Step 3: Make the motion
Generate short shots in the aspect ratio each channel needs and cut them with real gameplay.
- 4
Step 4: Publish and measure
Use the assets on Steam, social and ads, and link a playable build where it helps. Watch which key art, capsule or shot actually moves wishlists or click-through, and generate variations of the winner instead of guessing at a full new set.
Two ways to run it
In Studio, or from the agent you already use
In Summer Studio
The Image tab handles key art and logos; the Video tab handles text-to-video, image-to-video and reference-driven shots, with the price shown before each generation.
Open the Video tab in StudioFrom Claude, Cursor or Codex via MCP
Working with a technical team? Their coding agent can use the Summer MCP to set up camera shots in the game, capture screenshots and generate matching art.
Example prompt for your agent
Open the forest level in Summer, place the camera for a low-angle hero shot of the player at the waterfall, capture a screenshot, then generate a wide key art image in the same style using that screenshot as the reference.Set up the Summer MCP
Pricing
What it costs
- Video clip, Seedance 2.0, 8 seconds
- $3.46estimate
- Video clip, Veo 3.1 Fast, 8 seconds
- $1.72
- Video clip, Kling 3.0 Standard, 5 seconds
- $1.00
- Image, Nano Banana 2 Lite (1K)
- $0.07estimate
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
Campaign building blocks and how to prompt them.
Launch key art
Prompt
Hero character from reference, heroic pose on a ridge at dawn, painterly, space for the logo
What you get
Key art to adapt into capsules, banners and press kit images.
Vertical hook shot
Prompt
9:16, camera rushes through a glowing forest toward a hidden temple, 8 seconds
What you get
An opening shot for a short-form ad, followed by real gameplay.
Square social post
Prompt
1:1, the mascot character waves and a banner unfurls behind it
What you get
A motion post from a still character image.
Store screenshot set
Prompt
Capture five 16:9 screenshots across the first three levels, one per key mechanic
What you get
Real screenshots from the running game, for games built in Summer.
Honest limits
Summer does not yet record gameplay to video, so trailers and ads combine your own captured footage with generated shots. There is no ad-network export (for example playable ad formats) today. For high-volume short-form video with templates and avatars, a dedicated creator video platform may be faster; Summer's edge is that it starts from the game.
A practical trailer workflow today is to capture your own gameplay clips for the beats that have to be believed (combat, movement, the moment that sells the hook), then use Summer for the shots that frame them, an opening establishing shot, a logo reveal, a closing card with release information.
Keep the marketing true to the game
Steam reviews AI-generated content against its normal rules and asks developers to disclose it. Use generated video for mood and framing, and show real gameplay for mechanics.
The same rule protects the campaign, not just the disclosure requirement. A store page or ad that promises a look or a feature the shipped build does not have drives refunds and negative reviews at launch, which costs far more than a slightly less flashy but accurate capsule.
Frequently asked questions
Can Summer make game trailers?
It can generate shots, titles and music for a trailer, and capture still screenshots from games built in Summer. It cannot yet record gameplay to a video file, so combine it with your own screen capture.
Which video models are available?
Studio has Seedance 2.0 and 2.0 Fast, Veo 3.1 and 3.1 Fast, Kling 3.0 and Gemini Omni Flash for text and image to video, plus Kling 3.0 Motion Control and Gemini Omni Flash edit for video-to-video.
Which aspect ratios can I export?
Seedance 2.0 supports 16:9, 9:16, 1:1, 4:3, 3:4 and 21:9. Veo 3.1 supports 16:9 and 9:16, and Kling 3.0 supports 16:9, 9:16 and 1:1.
Does the game have to be built in Summer?
No for art and video. Screenshot capture and scene setup by the agent need the game to be a Summer project.
Who owns the generated marketing assets?
Summer's terms state that you retain ownership of the content you create with Summer Engine.
Can Summer make ad creative for paid campaigns?
Yes for the still and video assets. Key art, capsules and short vertical or square shots work as ad creative on most platforms. Summer does not manage the ad account or export platform-specific playable ad formats; you upload the generated assets to your ad manager the same way you would any other creative.
Make your game. Grow your game.
Even if it is built in another engine.
Free to download for macOS (Apple silicon) and Windows.