A marketing engine that runs on the product itself
The product is the marketing engine.
Reveal Haven drives the same game runtime it ships to players — under program control — to mint App Store screenshots, game trailers and social content at roughly zero marginal cost per asset. No mockups, no Canva, no stale content — the game renders its own marketing, and re-renders it the moment the game changes.
One investment in rich content produces many marketing outputs.
A compounding you can’t buy off the shelf — it needs owning the product and its content pipeline
01
The flywheel
≈ $0
Marginal cost per asset
1
Author
SceneFoundry ships a scene — background, hero object, find-effects. Real content, built to be played.
2
Orchestrate
Playwright navigates to the live game and drives the real engine — the exact scene a player gets, not a comp.
3
Capture
virtual display → ffmpeg. A headless Mac mini creates a screen at the exact output size, runs the game full-screen on it, and films it. No monitor, no operator.
4
Master
One library of produced masters — stills, films, montages, hero art. Versioned and re-renderable on demand.
5
Release
The Catalog desk ships them channel-shaped — App Store listing and YouTube — with drift always computable against the last release.
02
Specimens
Stills the loop has already minted — every pixel produced by driving the shipping game.
App Store montage
A perspective grid of one adventure’s real scenes, composited with the lockup — a single screenshot.
Worlds opener
The fresh-install chooser; the camera flies through a token-porthole until the world fills the frame.
Social card
The share card that fronts every link — same content system, a different output format.
03
Every asset, every language
One scene, one authored cut — the gold title lockup and every framed asset re-render per locale from a single source · es · de · pt-BR
× 5languages, one authored cut
The render is locale-parameterized. The gold lockup copy, the App Store listing, the preview films — all key off a language, resolved from one source before a pixel is drawn. Author a cut once; the same beat re-renders per locale. One scene doesn’t make one asset. It makes assets times languages.
en · base
English
es
Español
fr
Français
de
Deutsch
pt-BR
Português (BR)
Output surface — format × locale
Output
enbase
es
fr
de
pt-BR
App Store screenshots
Preview films
Trailer
Social cuts
Listing copy
base master ships renders per locale, same source
04
The trick
Two mechanisms make “the game renders its own marketing” true rather than aspirational.
Fidelity
Drive the real runtime
Renderers open a normal browser to the actual game server and film the live canvas at whatever the destination needs — a phone frame for the App Store, a tablet frame for iPad, 3840×2160 for YouTube. The hero in the shot is the scene’s real specialObject. Marketing fidelity equals product fidelity, by construction — because it is the product.
Determinism
Virtual time for the un-seekable
Camera pans are pure functions of t. The tap ripple and the find-object particle burst aren’t. Those capture under CDP virtual time: pause the clock, fire the real effect hook once at its authored beat, advance the budget frame by frame. The game’s own effect code runs — no animation math is duplicated in the capture layer.
05
The director’s desk
You don’t script the renders. You direct them — a Camtasia-grade editor over the live game, where every beat is a clip on a timeline.
Spotlight Studio — one beat mid-direction: the reframe crop above, its camera, ripple, find and phrase lanes below
Timeline
Scrub to feel the pacing; drag the ◆ keyframes to reframe or retime every beat.
Framing
A focal point and zoom that define the exact rect the capture will crop to.
Ripple / Find
The real in-game tap-ripple and find-burst get their own lanes, placed as clips — not re-animated.
Language
One selector re-renders the whole cut per locale — en shown, four more a click away.
Spec → Sample → Commit
Approximate live, true-render on demand, then freeze the config the catalog produces.
The Studio · authors, by media
Direct the cut
Shape one beat until the pixels are right.
PreviewInstant live approximation while you edit.
SampleA throwaway true-render of your unsaved edits — the exact pixels a real run makes.
CommitFreeze the config the next catalog run will produce.
The Catalog · produces + ships, by channel
Release the library
One library of masters, viewed through channel-shaped lenses.
Run allRender every stale cut for a channel in one pass.
FillEmpty-slot CTA that deep-links back into the Studio.
PublishShip media + copy and snapshot a Release, so drift is always computable.
06
Why it compounds
Spotlight is built as a peer to SceneFoundry, the authoring tool — so the same catalog that entertains players also feeds the funnel. Buying Canva plus a scheduler gets you tools. It doesn’t get you the compounding, because the compounding lives in owning the product and the pipeline that turns each new scene into a shelf of marketing — in every language — for free. Every world authored is more content and more marketing, from one act of work.
Reveal Haven · SpotlightProduct renders its own marketing.