Creative Tooling · 18 pieces

Creative Tooling

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.

Where
Battle Creek Games: No Limit Drag Racing 2, Offroad Outlaws, American Marksman
Built with
Electron, TypeScript, Unity C#, Claude Code, Cursor, MCP
Generation
Gemini and fal.ai, grounded in real game captures
Runs on
ClickUp, Google Drive, Slack, following the studio’s own file and naming standards

At a glance: what I built

  1. 01 · Mac appPit CrewGenAI store art from brief to ClickUp, plus unattended Unity filming.
  2. 02 · Unity EditorUnity Capture ToolsCameras, recording, motion blur and game directors inside each game.
  3. 03 · PipelinesGenAI Store ArtIcons, screenshots, feature graphics and headers with store rules built in.
  4. 04 · PipelineGenAI PlayablesGenerated endcards packaged for eight ad networks.
  5. 05 · AgentsAgent AutomationsBriefing, video review, delivery and UA performance on a schedule.

The loop: brief to measured result

  1. 01BriefBrief intake + morning briefing
  2. 02CaptureUnity Capture Tools + Mission Control
  3. 03GeneratePit Crew + GenAI pipelines
  4. 04ReviewGallery, contact sheets, video QC
  5. 05DeliverClickUp → Drive watcher
  6. 06MeasureUA creative leaderboard + UA brain

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

Pit Crew

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

Pit Crew: New batch setup

Pit Crew · Creative Tooling

2026

Pit Crew: Refining a screenshot variant

Pit Crew · Creative Tooling

2026

Pit Crew: Icon gallery, contact sheet and ship

Pit Crew · Creative Tooling

2026

Pit Crew: Video QC audio analyzer

Pit Crew · Creative Tooling

2026

02

Unity Capture Tools

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

Marketing Tools: No Limit Drag Racing 2 capture window

Unity Capture Tools · Creative Tooling

2026

Marketing Tools: American Marksman Hunting tab

Unity Capture Tools · Creative Tooling

2026

Motion blur: tool → result

Marketing Tools: Motion blur controls

Unity Capture Tools · Creative Tooling

2026

Marketing Tools: Motion blur capture from the live game

Unity Capture Tools · Creative Tooling

2026

Capture sessions

Marketing Tools: In-Editor capture session, burnout

Unity Capture Tools · Creative Tooling

2026

Marketing Tools: In-Editor capture session, launch

Unity Capture Tools · Creative Tooling

2026

03

GenAI Store Art

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

GenAI pipeline: App Store header round, options A–F

GenAI Store Art · Creative Tooling

2026

GenAI pipeline: Icon batch from real game captures

GenAI Store Art · Creative Tooling

2026

GenAI pipeline: App Store header round, single-car options

GenAI Store Art · Creative Tooling

2026

Selected headers

No Limit Drag Racing 2: App Store header, paddock lineup

GenAI Store Art · Creative Tooling, Static Design

2026

No Limit Drag Racing 2: App Store header, launch wheelstand

GenAI Store Art · Creative Tooling, Static Design

2026

04

GenAI Playables

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

Endcard pipeline: Generated backgrounds

GenAI Playables · Creative Tooling

2026

Endcard pipeline: Keyed layers

GenAI Playables · Creative Tooling

2026

05

Agent Automations

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

Same habit, smaller tools

  • Blizzard Entertainment

    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.

  • Smilegate

    Streamlined project file structures and built an automated feedback system that reduced turnaround times.