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A Scenario exploration

Game ads, made by an agent.

Give your agent a game concept, or your game's own screenshots and footage. With the scenario-game-ua-ads skill it makes a finished UA ad on Scenario, 6 to 30 s: real gameplay logic, a hook, a HUD, sound and an end card.

For mobile game marketers, UA managers and studios.

See the eleven ads

Run it with your agent

npx skills add scenario-labs/skills --skill scenario-game-ua-ads
Gold Rush Rescue
Gulp City
Jam Breaker
Dino Dig
Sky Stacker
Evolve Rush
Bounce Blaster
Cozy Bean Cafe
Odd Cat Out
Doodle Guard
Gem Cascade

Gold Rush Rescue, 1 of 11

01The method

You give the game. The agent runs eight stages.

The skill asks once, then runs to the end. Two of the stages only check: the game logic, then the finished ad.

You give

  1. A concept or your gameOne line, or your screenshots, screen recording, characters and icon. With your material, the ad looks and plays like your game.
  2. The placementTikTok, Reels, Stories, Shorts, a feed or an ad network. It sets the ratio, the safe zones and the sound.
  3. The exact length6 to 30 s. Without one, the placement's usual length: 15 s here.

The skill runson Scenario, through the Scenario MCP

  1. 1

    Plan

    Ratio, safe zones and a second-by-second timeline.

  2. 2

    Board

    One text-free still per game state, at the delivery ratio.

  3. 3

    Clips

    Final-quality takes from the stills, or cuts of your footage.

  4. 4

    Logic

    Check

    Crops of every action: nothing passes a closed pin, counts hold.

  5. 5

    UI

    Hook, HUD, hand, bursts and end card, laid over the picture.

  6. 6

    Assemble

    One timeline at the exact length and canvas.

  7. 7

    Sound

    A hit on every event, voice reactions, a separate music bed.

  8. 8

    Check

    Check

    Length, loudness, a frame sheet, then the reject list.

You getA finished ad at the exact length and canvas, at final render quality, ready to upload.

02The Scenario MCP

One connection. The right model for each job.

Behind every stage, your agent works through the Scenario MCP: over 500 models from 50 providers, in one connection. For each job it picks the model, runs it, checks the result and keeps every asset in your Scenario project. Here is what it used for Gold Rush Rescue.

One ad, six kinds of job

  • Close-up of the miner, scared, made from the game's art

    Image

    GPT Image 2.5 Flare

    Close-ups of the miner, made from the game's art.

  • Start state: lava under the pinsNext state: the lava set into stone

    Image editing

    GPT Image 2.5 Flare

    Each game state, edited from the one before: here the lava sets into stone.

  • Video

    Seedance 2.5Minimax H3

    Takes pinned between two states, and close-ups from one frame.

  • Voice

    ElevenLabs TTS v4

    The miner's two reactions: fear, then joy.

  • Sound effects

    ElevenLabs Sound Effects v3

    The steam, the coins, the cart: a hit on every event.

  • Music

    ElevenLabs Music v2.5

    The bed under the hits, mixed on its own track.

Plus tool models: Photoroom Background Removal for the cutouts, Scenario Video Studio (compose-video) for every picture, sound and loudness pass.

How the agent picks a model

  1. 1Ask for the best

    It asks the Scenario MCP to rank the models for the job, quality first.

    recommend voice, quality first

    • 1ElevenLabs TTS v4
    • 2Gemini 3.8 Flash TTS
  2. 2Check what's new

    It searches the catalogue newest first, so a model added this week is in the running.

    search sound effects, newest first

    • 3 NovElevenLabs Sound Effects v3
    • 15 OctMirelo SFX 2.0 Text to Audio
  3. 3Compare when close

    When two models are close, it runs both on the same input and keeps the better take.

    Jam Breaker's car crash, two models

    • KeptElevenLabs Sound Effects v3
    • Runner-upMirelo SFX 2.0 Text to Audio

Managed by the agent

60 assets

made on Scenario for Gold Rush Rescue

  • Images16
  • Video takes12
  • Voices4
  • Sound effects17
  • Music2
  • Cutouts2
  • Assembly passes7

The agent runs every job, checks each result before the next stage, and keeps every asset in your Scenario project. Each asset records the model that made it and the asset it came from, so the finished ad traces back to your art.

  1. Lava under the pinsStart statefrom your art
  2. The lava set into a stone rampNext stateGPT Image 2.5 Flare
  3. Water pouring onto the lavaTakeSeedance 2.5
  4. The gold released over the stone ramp in the finished adThe adScenario Video Studio

03The examples

Eleven ads, four kinds of fun.

Each one made by an agent with the skill, from a one-line concept. Every card reads the same way: the ad, the mechanic, the fun, how to build it, a tip for your own.

  • Chained stages
    One still per game state, each edited from the last. Each take is pinned from one state to the next, with one visible move.
  • Scripted board
    Pieces cut from the still and moved by a simulator, so every move is exact. Video only for inserts and effects.
  • Generated takes
    A video model animates the loose physics (bees, water, crowds) from a still. The game UI goes on top.

Puzzle and logic

One clever move solves the board.

4 ads

Gold Rush Rescue

Pin-pull rescue. Pull the pins in the right order.

The fun
Water on the lava sets it into a stone ramp. The gold slides down it, the miner runs up it.
How to build it
Chained stagesFour state stills, each take pinned from one state to the next.
Tip for your own
Video models ignore barriers, so give each path one visible move and straight drops, then check the crops for anything passing a closed pin.

Doodle Guard

Draw to protect. One line shields the pet.

The fun
One stroke holds back a bee swarm and a flood at once, and the pet stays dry.
How to build it
Generated takesBees and water from stills that already show the dome. The line is drawn on top.
Tip for your own
Check every frame inside a drawn barrier on the crop sheet: generated bees can slip inside the dome.

Odd Cat Out

Find the odd one. Tap the cat that differs.

The fun
Three boards, each difference smaller. The last needs a magnifier only 1% would think of.
How to build it
Generated takesOne take per level, pinned on both ends to its board. Only the odd cat reacts.
Tip for your own
Say in the prompt what stays still, or every cat celebrates at once.

Jam Breaker

Parking jam escape. Free the key car first.

The fun
One tiny car nobody looks at unlocks the jam, and sixteen vehicles pour out in a combo.
How to build it
Scripted boardCars cut from the still, moved from a solver-checked move list. Only the driver insert is generated.
Tip for your own
Describe an original look for every character: a generic angry driver drifts toward a famous game character.

Satisfying

Every touch gets a reaction you can see and hear.

2 ads

Dino Dig

Excavation reveal. A bigger tool for each layer.

The fun
Brush the sand, chisel the rock, drill the ice, and the plates lift off a golden skull.
How to build it
Chained stagesOne still per layer, one take per tool, pinned from one layer to the next.
Tip for your own
State in the prompt what never changes: "sand never disappears by itself", "the skull is only uncovered".

Gem Cascade

Match-3 cascade. Build and combine boosters.

The fun
Three moves: a color bomb, a vortex of rubies, then the swap nobody tries clears all 64 cells.
How to build it
Scripted boardEvery move simulated, then checked cell by cell: 18,165 checks, 0 mismatches.
Tip for your own
Script a board where every move must be exact: video takes rarely swap two gems cleanly.

Growth

Small to huge, one input at a time.

3 ads

Cozy Bean Cafe

Idle tycoon makeover. Tap an upgrade, the room changes.

The fun
Three taps turn a dead cafe into the busiest spot in town.
How to build it
Chained stagesOne still per upgrade, each edited from the last. Walls, door and worker keep their pixels.
Tip for your own
Count cash only from handovers the viewer sees: generated customers can walk in already holding cups.

Gulp City

Swallow and grow. A hole eats ever bigger things.

The fun
Start as a manhole, end by swallowing the block. The taxi is too big until the hole grows.
How to build it
Generated takesFive takes, each pinned between two size stills. The taxi beat is scripted from cut-outs.
Tip for your own
Plan the hole's size for each beat and pull the camera back as it grows, so it never fills the frame too early.

Evolve Rush

Evolution runner. Collect, evolve, smash a wall.

The fun
A swipe changes lanes. The creature snatches orbs, evolves, and blasts the wall to rubble.
How to build it
Generated takesTwo takes on a chase camera. Hand, level bar and bursts laid on top.
Tip for your own
Spread the orbs across lanes so every swipe has a reason.

Skill shots

Timing and aim, one tap at a time.

2 ads

Sky Stacker

Timing tower. Time each drop.

The fun
From three floors on a street to a tower that touches the moon, one tap per floor.
How to build it
Generated takesSwings and landings pinned between floor stills. The last drop is scripted.
Tip for your own
Script any drop that must fall after release: video models lower a block onto the stack instead of dropping it.

Bounce Blaster

Ricochet puzzle. Bank one shot off bumpers.

The fun
The shot nobody would try: fire behind you into the crystal, and five balls clear the wave.
How to build it
Scripted boardA path simulator gives exact bounces. Only the robot close-up is generated.
Tip for your own
The ball is the fantasy, so make it read on a phone: about 42 px on a 1080 frame, a white core, a dark rim and a trail.

04The test

What makes a player want to play.

A board that changes correctly sells nothing. Every beat must make a stranger think "I really want to try this". Six rules from the skill, each in a frame from the ads.

  1. 01The input reads in 2 seconds.

    The hand and the piece move together, and the game answers at once.

  2. 02Every input gets a reaction.

    Anticipation, contact, reaction. A module lands off-center, the tower sways, the next drop saves it.

  3. 03Show a limit, then beat it.

    The taxi rattles across the rim: too big. Eat small things, grow, come back, and it drops in.

  4. 04The hero object reads on a phone.

    What the fantasy rides on (a ball, a car, the hole) is about 4% of the frame width or more, with a trail when it moves fast.

  5. 05Escalate to the biggest moment.

    Each beat bigger than the last, a near-fail, then the move nobody expected, near the end of play.

  6. 06The game logic holds.

    Players spot a cheat at once. One visible move per path, straight drops, nothing through a closed pin.

05Make yours

Make an ad for your game.

Install the skill and connect your agent to the Scenario MCP. Then give it a concept or your game's screenshots, the placement and the length.

Run it with your agent

npx skills add scenario-labs/skills --skill scenario-game-ua-ads

Made with Scenario. Stills, game states and icons: GPT Image 2.5 Flare. Takes: Minimax H3 from a first frame, Seedance 2.5 pinned on first and last frame. Voices: ElevenLabs TTS v4. Sound effects: ElevenLabs Sound Effects v3. Music: ElevenLabs Music v2.5. Effects bed on Evolve Rush: Kling Video to Audio. Cutouts: Photoroom Background Removal. Assembly: Scenario Video Studio. The skill itself names no generative model: the agent picks the current one through the Scenario MCP.