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Playbook · Action / Shooter

Action / Shooter Steam capsule art: four directions from your own assets

FPS, third-person action, hack and slash, tactical, extraction.

Make my action / shooter sheet

First sheet free. Paste a Steam link on the home page instead.

The four directions every action / shooter sheet gets

One panel each, in this order, so the four are built to disagree: commercial, atmospheric, poster, and one swing.

  1. Direction 1

    Hero-Shot Commercial Key Art

    The big-budget cover. Protagonist or squad large in frame with gear readable.

    • ·Protagonist dominates one side, confident but not cheesy pose, motivated by the game's fantasy
    • ·Weapon, tool, or signature gear readable at thumbnail size
    • ·Environment as supporting atmosphere with depth haze, not clutter
    • ·Big readable logo occupying the free side
  2. Direction 2

    Cinematic Set-Piece Moment

    A single frozen moment of gameplay drama shot like a film still.

    • ·Wide composition, strong sense of scale, hero small against something huge
    • ·One clear event: a breach, a drop, a standoff, a chase. Never a generic explosion wall
    • ·Atmospheric lighting: dust in beams, tracer light, rain, smoke as shape
    • ·Title small and elegant or integrated into negative space
  3. Direction 3

    Graphic Poster Treatment

    Bold, flat, designed. Screen-print or stencil energy.

    • ·Two or three color high-contrast palette, subject reduced to a strong graphic silhouette
    • ·Large condensed or stencil display type as a design element
    • ·Texture from print process, halftone or risograph feel, controlled
    • ·Feels like a limited-edition poster, not a game menu
  4. Direction 4

    Concept-Driven Angle

    The wildcard. A fresh framing idea clearly different from the other three.

    • ·Pick ONE: first-person POV hands and weapon with target far away, extreme close-up of a helmet or visor reflection, drone or top-down frame, bullet-time freeze of debris, split-screen duel, magazine-style profile shot, night vision or thermal view, silhouette in a doorway of light

What the art director is told

The playbook below is the actual guidance the model receives for action / shooter games, minus your brief and assets.

Compositions that work

  • Hero left, logo right
  • Squad staggered in depth
  • Extreme low angle
  • Over-the-shoulder POV
  • Backlit silhouette against explosion-free bright sky
  • Framed by architecture

Lighting

  • Hard directional key with rim light
  • Dust beams
  • Muzzle-flash as single practical
  • Overcast diffuse with strong contrast in the grade
  • Neon city night
  • Golden hour dust

Palettes, one per panel

  • Steel and Ember: gunmetal, charcoal, one warm ember accent
  • Desaturated Field: olive, sand, concrete gray, off-white
  • Night Op: deep navy, black, cyan practical lights
  • Bleached Sun: overexposed white, dust beige, hard black shadows

Typography

  • Condensed bold sans
  • Stencil display
  • Wide industrial grotesque
  • Thin uppercase tracking for cinematic treatment
  • Military-inspired but restrained

Typography to avoid

  • Chrome bevels
  • Fake metal textures
  • Excessive glow
  • Generic 'gamer' fonts
  • Tiny titles

Texture that helps

  • Film grain
  • Lens dirt
  • Anamorphic flare used once
  • Halftone on poster concept
  • Slight chromatic aberration

Texture that hurts

  • Stock explosion overlays
  • Grunge on every panel
  • Bullet-hole clipart

Never

  • Cliché teal-and-orange overdose
  • Explosion collage
  • Muscle-bound power poses
  • Cluttered debris
  • Random HUD elements
  • Centered hero with title underneath on every panel

Your action / shooter game, four ways, in about a minute.

Built from your own screenshots and logo. Sizes Steam actually uses. No key, no account for the first sheet.

Start with Action / Shooter

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