Pit Crew: New batch setup
Pit Crew · Creative Tooling
2026
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Creative Tooling · 18 pieces
How I work
I direct creative, and I build the tools that let a small team ship it at studio volume: a Mac app over our GenAI store-art pipelines, capture tools inside the game engine, and AI agents that brief, review and deliver, with a person approving anything that leaves the building.
At a glance: what I built
The loop: brief to measured result
Principles
Start at the bottleneck
Each tool began as a step in the creative loop that kept the team waiting: filming, store-art rounds, review notes, file delivery.
Ground it in the real game
Generation starts from captures of the live game, so store art and ads show what players actually get.
Encode the rules
Platform specs and house standards live in code: Play’s icon keyline, the feature-graphic dead centre, header safe zones, audio loudness, UA naming.
Agents draft, people approve
Automations prepare the work; anything external or high-stakes waits in an approvals channel for my sign-off.
Ship it as a product
Pipelines stay the source of truth, and the team gets a real interface over them, not a notebook only I can run.
01
5 pieces
A Mac app (Electron) my team uses daily to make store art. Pick a game, asset type, provider and reference captures; review variants full-size; refine one with a note; approve and ship to ClickUp. It shells out to the pipeline CLIs, so pipeline improvements land without rebuilding the app. Its Mission Control area drives the Unity Editor over WebSocket to film cars, strips and VFX unattended, and a Video QC panel checks loudness and true peak for CTV.
Pit Crew: App Store header batch, review and ship
Pit Crew · 2026
02
6 pieces
A Marketing Tool window inside each game’s Unity Editor (No Limit Drag Racing 2, Offroad Outlaws and American Marksman), so ads and store art are filmed from the real game at the fidelity players see. Around 90 C# files in NL2, 59 in Offroad Outlaws and 37 in American Marksman, all Editor-only behind a scripting define.
Marketing Tool window
One Editor panel per game with its own tabs: Cars, Cameras and Capture for the racing games; Hunting, Cameras and Capture for American Marksman.
Camera library
Prefab content cameras spawned in one click: dolly (closed loop, FOV, shake), spline follow on the player or AI car, shaky orbit and a whip-pan camera. New rigs save back as prefabs.
Camera behaviours
Dolly speed and ping-pong, spline offsets driven by animation curves, look-at targeting of player or AI with offsets, handheld, depth of field, FOV animation and look-ahead, with play, pause and rewind per camera.
Shot switcher
Every camera in the scene in one list, with select, hotkey, camera or spline view, bring-to-front, clone and delete, so I can cut between angles live.
Camera loadouts
Named camera setups saved per scene and reloaded later, so a shoot can be repeated on a new car or build.
Marketing loadouts
Spawn and dress the cars a brief calls for, and bake the setup so it survives play mode.
Recorder capture
Unity Recorder wired in for stills and video at a constant frame rate, up to 4K landscape.
Marketing motion blur
Film-style blur with shutter angle, shutter rate, samples, blur radius, edge softness and wheel blur, set per subject: player car, AI car, environment.
Hunting director
For American Marksman: spawn any species at a set distance and bearing, frozen or live; auto-aim and fire at the head with breath held; walk or teleport the hunter; capture cheats, time scale and sun position.
Mission Control bridge
A WebSocket bridge Pit Crew uses to film unattended: open Unity, load a strip or map, spawn cars, force smoke and flames, run live and replay sweeps, collect the MP4s and close.
Build-safe by design
Every file compiles out unless MARKETING_TOOLS_ENABLED is set, and the tools live on a marketing branch that takes engineering updates one way, so nothing reaches a player build.
Capture windows
Motion blur: tool → result
Capture sessions
03
5 pieces
Per-game factories for icons, screenshots, feature graphics and App Store headers. They work image-to-image from real captures, letter every variant for review, build contact sheets, open the ClickUp task and file the Drive project. Store rules are built in: icons inside Google Play’s 384px keyline, feature graphics clear of the dead-centre play button, 3840×1646 headers with a centred safe zone.
Review rounds
Selected headers
04
3 pieces
An endcard pipeline that keys generated layers, builds them into self-contained HTML and packages the result for eight ad networks (AppLovin, Unity, Meta, Mintegral, Vungle, AdMob, Moloco and Snapchat), each with its own CTA and lifecycle rules.
Night Strip Interactive Endcard
Pipeline
05
A hub of scheduled and on-demand agents for creative marketing, wired into Slack, ClickUp, Drive and GitHub, with shared standards for naming, folder structure, audio levels and network specs. Cursor is where I drive; Claude Code runs the scheduled jobs. Agents draft; they don’t message vendors on their own.
Morning briefing
A weekday digest of Slack, ClickUp, Drive, GitHub and KPI alerts, posted to the creative approvals channel.
Video creative review
Pulls vendor video, grabs frames, checks true peak, and drafts feedback against our UA knowledge base for my approval.
Project folder watcher
Builds the Drive project tree when a task starts; on done, delivers finals with UA naming and links them back.
UA creative leaderboard
Ranks creatives on ROAS and IPM within each network, with poster frames, to decide what to iterate, kill or scale.
UA brain
A durable wiki of what wins in our UA creative (hooks, networks, endcards) that review agents query for house taste.
UA video generator
Brief to Remotion-rendered UA video variants, drawing on the brand and game knowledge in the brain.
Weekly meeting deck
Builds the creative marketing slides for the all-hands directly in Google Slides.
Adobe local control
Scripted After Effects, Premiere and Media Encoder jobs for local renders.
Before Battle Creek
Built an automated feedback form and a shared project file structure that cut feedback turnaround, and trained artists on capture tools, templates and pipeline workflows.
Streamlined project file structures and built an automated feedback system that reduced turnaround times.