Industry · AI content creation

AI content creation for video game marketing.

AI can take much of the production load in games marketing, from key art variants and store capsules to localised trailers and end slates, provided the footage presented as gameplay is real. UK regulators have banned mobile game ads that did not represent the game, age ratings must travel with the marketing, and players are quick to spot and criticise careless AI-made art.

Gameplay must be gameplay

Ads that show a game as something it is not are a recurring enforcement problem. The UK's ASA has banned mobile game ads built around mini-games that made up only a small part of the actual game, and ruled that a line saying not all images represented actual gameplay did not fix the misleading impression. Generated footage raises the stakes: a video model can produce convincing 'gameplay' of a game that does not play that way. Use captured footage for anything presented as gameplay, label pre-rendered and cinematic material honestly, and keep generation for key art, backgrounds, compositing and versions.

Ratings, descriptors and in-game purchases

Age ratings belong in the marketing, not only on the box. In Europe that means PEGI, which is legally enforced in the UK through the Games Rating Authority; in North America, ESRB, whose advertising principles require rating information in ads and allow 'Rating Pending' before a game is rated. Other markets have their own systems: USK in Germany, CERO in Japan, ClassInd in Brazil, the Classification Board in Australia, and IARC ratings on digital storefronts. Both PEGI and ESRB flag in-game purchases, including random items such as loot boxes. Localised trailers and end slates need the right rating icon and descriptors per territory, and ads for mature-rated games must be targeted away from young audiences.

Key art, capsules and store pages

The key art is the master everything else adapts from, and it has to survive an unusual number of crops. Steam alone asks for a header capsule at 920x430, a main capsule at 1232x706, a vertical capsule at 748x896 and a library capsule at 600x900, among others, and console stores and app stores have their own sets. The game's logo must stay legible at small capsule sizes, characters must stay on-model across every crop, and seasonal sale art multiplies the set again. Generation is well suited to extending backgrounds for new ratios and producing localised logo lock-ups, as long as characters come from the game's own approved art.

Launch localisation and the AI question

Global launches ship store pages, trailers, patch notes and social content in many languages on the same day, traditionally starting with English, French, Italian, German and Spanish and now routinely adding Japanese, Korean, Chinese and Brazilian Portuguese. Synthetic White localises copy with terminology enforced, so ability names and item names match the in-game text, and dubs trailer voice-over with timing preserved. The harder question is audience sentiment. Players notice AI-made art and often object, especially where it appears to replace artists, and Steam asks developers to disclose AI-generated content in their games. Be deliberate about where generation is used, keep the core art human-made, and be ready to say how the marketing was made.

Updated 25 September 2026 · General information, not legal advice. Rules change, so check the current text with your legal team before relying on it.

Questions

Video games, answered.

Can we use AI to make trailer footage for our game?

Not footage presented as gameplay. Anything that looks like play must be captured from the game, or the ad risks misleading players, as ASA rulings on mobile game ads have shown. Generation is safe for cinematic trailers that are labelled as such, key art, backgrounds, compositing, logo lock-ups and localised versions.

Do our ads need to show the age rating?

In most cases, yes. ESRB's advertising principles require rating information in ads, with 'Rating Pending' before a rating exists, and PEGI-rated games should show their rating and descriptors in European marketing. Each territory's version needs its own icon, so treat the rating block as a locked element of every end slate.

Will players react badly to AI-made key art?

Some will, particularly if AI appears to replace the artists who define a game's look. Keep the core art human-made, use generation for adaptation, resizing and localisation, and be open about it. The complaint is usually about art that looks careless or derivative, not about efficient production behind the scenes.

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