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Configure appearance & branding

Set the shared visual fields for a game, then refine the design in the game-type editor that matches your format.

In this article, you'll configure the shared appearance fields most games expose in OmniLab, and see where to go next for game-type-specific visuals.

What most games share

Most game touchpoints start with the same visual foundation in Appearance:

FieldWhat it controlsWhat to watch
Background ImageThe main visual behind the game screenUse the asset specifications shown in Studio before you export the final file.
TitleThe main heading shown on the game pageKeep it short enough to stay readable on mobile.
SubtitleSupporting copy below the titleUse it for a short instruction, date range, or offer context.
Thumbnail Image or Header ImageThe visual used outside the main play surface, such as a landing-page listing or game-specific header areaThis supports distribution context, not the main play surface itself.

Many game types then add their own design controls, such as wheel artwork, card visuals, form headers, or other layout-specific elements.

Asset specs vary by game type

Games share the same branding foundations, but the exact dimensions, crops, and optional image slots depend on the game type and the field you are editing. In Studio, check the asset guidance next to each upload field before you prepare production artwork.

Keep the game aligned with the campaign

A game is one touchpoint inside a campaign, so keep its branding consistent with the rest of the participant journey:

  • match the game Title and Subtitle to the campaign promise
  • keep background art, landing-page visuals, and reward copy visually coherent
  • translate player-facing text for every active campaign language
  • retest the crop on both desktop and mobile after each asset change

Campaign-level storytelling still lives outside the game itself. Use the landing page header when you need shared campaign branding before participants enter a specific game.

When to go deeper

Use this shared article for the common appearance fields. Switch to the relevant game family when you need the controls that are specific to one format, such as wheel segments, scratch layers, memory cards, or form headers.

Next steps

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