Trailers, key art and store art from your engine.

Giant Entity makes launch assets for games: trailers cut from your engine footage, and key art and store page art made from your own models. Norik Imami leads the work in London. He has made marketing films and teasers for mobile, console and PC games. Because the trailer is captured in the engine, it shows the game as it plays.

Who it is for

Studios with a date coming: a reveal, a store page going live, a demo, or the release itself. It suits a team whose artists are busy finishing the game, and a producer or marketing lead who needs launch material that matches the build players will download.

What you get

  • A trailer captured in Unreal Engine and cut from your engine footage, with cameras set in the level where a shot needs them.

  • Key art made from your own models, lit and posed for the image, so it matches the game.

  • Store page art in the sizes each store asks for.

  • Cut-downs for social, in the sizes each channel needs.

  • Every file we make, including the project files for the shots, yours to keep.

If the game needs a website too, Rron designs and builds it.

How it runs

  1. The call.

    You tell us the date, the stores and channels, and what exists today: a build, a project, models, footage. Norik is on the call.

  2. The NDA.

    NDAs are standard. We sign before you share anything.

  3. The written scope.

    We write down the trailer, the key art, the store sizes, the cut-downs and the rounds of feedback, and you agree it before we begin.

  4. Capture and make.

    We capture in the engine, set up the shots, and build the key art from your models.

  5. A weekly look at real progress.

    Each week you see the edit and the art as far as they have got.

  6. Handover.

    The trailer, the art and the cut-downs go to you in every size agreed, with the source files.

What to bring

  • Access to the project or a recent build, in your Unreal Engine version
  • Your models, characters and any existing key art or logo
  • The date you cannot move, and which stores and channels the assets are for
  • The size list from each store, if you have it
  • Music you have licensed for the trailer, if there is any
  • Anything that must not appear yet: unfinished levels, characters or features under wraps

An example

Captures from our own games. Rron and Norik are making two games in Unreal Engine 5.8: a tower defence game for PC and an endless runner for phones. The in-engine captures from our own games on the Work page come straight from the development builds, September 2026, with the runner captured at phone resolution. Both games are unreleased and our own, not client projects. Their levels use third-party environment kits, and the runner some generated assets too. The same in-engine capture is where a trailer starts.

A castle courtyard at dusk in an untitled tower defence game: an armoured hero with a sword on a stone compass floor, archers on a round tower and catapults by the wall.
An untitled tower defence game for PC, in development.Rron and Norik's own game studio: Norik Imami leads models, animation, environment and sound; Rron Imami leads UI, UX and balancing; the mechanics are shared.Our own game, not a client project.In development and unreleased. In-engine capture from the development build, Unreal Engine 5.8, September 2026. The level is dressed with third-party environment kits.
The castle gate in an untitled tower defence game: archers on both sides of a stone road beneath blue banners and lit braziers.
An untitled tower defence game for PC, in development.Rron and Norik's own game studio: Norik Imami leads models, animation, environment and sound; Rron Imami leads UI, UX and balancing; the mechanics are shared.Our own game, not a client project.In development and unreleased. In-engine capture from the development build, Unreal Engine 5.8, September 2026. The level is dressed with third-party environment kits.

Questions about trailers, key art and store art

Can you make a trailer before the game is finished?

Yes, as long as there is a build that runs. We capture in the engine, so the trailer shows the game as it stands, and anything not ready to show stays out of the shot.

Do you need our project, or just footage?

Access to the project or a build works best, because we capture in the engine ourselves and can set the cameras for each shot. Tell us on the call what you can share, and we sign your NDA first.

Can you make the key art from our in-game models?

Yes. We make the key art and store page art from your own models, so the art matches what players see in the game.

Can you build the game's website as well?

Yes. If the game needs a website, Rron designs and builds it, so the site, the trailer and the store art come from one studio. See website design and build.

Which sizes do you deliver?

The sizes each store and channel needs. We list them in the written scope, so you know before work starts exactly which files you will get.

When does it go live?

Tell us the date you cannot move and what you have to show. Norik will be on the call.

Book a call

Not sure which? Plan your project