# Store art: screenshots and previews Screenshots and previews are one step of the journey, but the one that takes the longest by hand, so storebound does a lot here. Two looks: `shots.style: 'game'` (sunburst, sparkles, badges) and `shots.style: 'app'` (calm gradient, a clean device frame, headline + subline). Everything below was made by storebound itself from two tiny fictional demos: [a game](../examples/demo-game) ("Prism Puddle", procedural art) and [an app](../examples/demo-app) ("Tidy Lists", one static page with sample data): raw frames captured from the web build, captions in several languages, every store size, a review gallery and an app preview video. No store account needed to try it. ![App style: four calm screenshots and the feature graphic of the demo list app, rendered by storebound](img/app-style.jpg) ![Store screenshots rendered by storebound: four scenes in English plus the hero scene in Turkish, Japanese and Arabic](img/showcase.jpg) | Play feature graphic | App preview (App Store, 886 x 1920) | |---|---| | ![Play feature graphic, 1024 x 500](img/feature.jpg) | ![A few seconds of the app preview video](img/preview.gif) | ![The review gallery: every language, size, scene and variant on one local page, store check issues highlighted](img/gallery.jpg)
Contact sheet of one language (every size, packed into a grid) ![Contact sheet: iPhone 6.9" and 6.5", 13" iPad, Play phone, 7" and 10" tablets, feature graphic](img/sheet.jpg)
## How it works 1. **Frames.** Give your app or game a few switches (language, demo data or a fixed seed, no ads, jump to a screen, freeze, autoplay) and let `shots capture` take the frames: Playwright for a web build, `simctl` for anything that runs in the iOS Simulator (Unity, Godot, Flutter, React Native, native, Capacitor), `adb` for an Android emulator or device, or bring a folder of your own frames. The status bar is cropped off and redrawn clean (9:41, full battery). 2. **Copy.** Per language and scene: eyebrow, two-line title, subtitle, badges. Fonts are subset from Google Fonts to exactly your characters, so Japanese, Chinese, Korean, Arabic (right to left) and Hindi just work. `shots fonts` checks every character of every language against the font's cmap (TTF / OTF / WOFF / WOFF2, read in plain TypeScript): a glyph the font lacks gets an automatic Noto fallback (logged), no fallback is a clear error, and a render that drew any glyph with a fallback you did not choose, or with a system font, fails `shots check`. | script | title / body font (default stack) | |---|---| | Latin incl. Latin Extended (tr, pl, cs, ro, hu ...) and Vietnamese | your `shots.fonts`; default game Paytone One + Montserrat, app Inter (all cover them) | | Cyrillic, Greek | Noto Sans (whole line) | | Arabic, Hebrew, Devanagari, Bengali, Thai | Noto Sans Arabic / Hebrew / Devanagari / Bengali / Thai (whole line) | | Japanese, Korean, Chinese | Noto Sans JP / KR / SC (TC for zh-Hant, TW, HK) (whole line) | | a character the stack lacks | Noto Sans Display (titles) or Noto Sans (body), Noto Sans <Script>, then Noto Sans Symbols 2 / Symbols / Math: an ERROR in `shots check` unless listed in `shots.fonts.fallback` | Some display fonts lack Latin Extended: Lilita One has no ş ğ İ ą ę ń ś ź ż ć ă ș ț č ř ě ů ő ű or Vietnamese, so Turkish, Polish, Czech, Romanian, Hungarian or Vietnamese titles need another title font (Paytone One, Baloo 2, Rowdies) or `fonts: { ..., fallback: ['Noto Sans Display'] }` to accept the mixed glyphs. **Your own brand font.** `shots.fonts.title` / `body` / `fallback[]` also take a local file (relative to the config; TTF, OTF, WOFF or WOFF2, checked by extension and signature) or `{ family, file, weight?, style?, license? }`: ```ts fonts: { title: { family: 'ER Display', file: 'apps/game/public/assets/fonts/er-display.woff2', license: 'OFL-1.1' }, body: 'Montserrat', fallback: ['Noto Sans Display'], // tried in order, before the automatic Noto fallbacks }, ``` `shots fonts` runs the same cmap check on the file (`pl title: ę ł ą Ł not in ER Display -> Noto Sans Display`), prints its size, glyph count, sha256 and license, and records it in `fonts.json`. The file is never copied: render (and `shots video` captions) serve it from where it is, and a changed file changes `fonts.css` (the capture cache misses) and makes `shots render` ask for `shots fonts` again. `shots check` counts the local font and listed fallbacks as configured, not as fallbacks, and warns when a local font has no `license` note. 3. **Render.** Every store size at exact pixels: iPhone 6.9" and 6.5", 13" iPad (if your app runs on iPad), Play phone, 7" and 10" tablets, the 1024 x 500 feature graphic. 24-bit RGB, no alpha (both stores reject it). 4. **Check and review.** `shots check` applies the store rules locally (sources cited in `cli/shots/spec.ts`); `shots gallery` puts everything on one page with problems outlined. `validate` repeats the checks next to the store state. 5. **Variants.** Other first screenshot, order or copy as `shots.variants`, rendered side by side, for a Play store listing experiment or an App Store Product Page Optimization test (set up in the consoles; storebound makes and checks the images). 6. **Video.** `shots record` films the autoplay mode, `shots video` cuts 15-30 s App Store previews (886 x 1920, 1200 x 1600) and a 9:16 / 16:9 promo for YouTube with captions in every language, `apple previews` uploads them. Play takes a YouTube URL in `play.video`. 7. **iPhone Duo (foldable).** `apple.iphoneDuo: true` renders and checks the outer (1398 x 2034) and inner (2007 x 2853) sets. Optional now, reportedly required from April 2027 for iOS 27.1 SDK builds (`check` / `validate` note it). The API has no Duo display type yet, so `apple screenshots` skips them with a link to the console's iPhone Duo tab. Play has no foldable slot: foldables use the 7" / 10" tablet sets. Details: the [store-screenshots](../skills/store-screenshots/SKILL.md) and [app-previews](../skills/app-previews/SKILL.md) skills. --- [All docs](README.md) · [README](../README.md)