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AI studio

Art for every surface, approved before it ships.

The AI studio lives inside the console, not in a separate tool. Banners, CRM messages, CMS pages, packages, missions, leaderboards and VIP messages can each request an image that already knows the brand, the character and the placement. Nothing is spent until a person approves the prompt.

Brand charactersAnimated WebP spritesGame thumbnailsReview-gated spend11 providersModel Registry
console.gamebridge.io/admin/ai-media
Counted in the console
11
AI providers behind one worker queue
3:4 + 16:9
thumbnail orientations, plus animated loops
VLM-scored
candidates ranked and moderated before review
PNG / GIF
fallbacks stored for email and push
Every surface
banners, CRM, CMS, packages, missions and VIP messages take generated art
What the studio does

From one banner slot to the whole game catalog.

Two loops share one worker: media for marketing and content surfaces, thumbnails for any game you carry. Both stop at a review gate before money or catalog changes hands.

Media on every surface

  • Generate from banners, CRM email, push and in-app steps, CMS pages, packages, missions, leaderboards and VIP messages
  • Context-aware prompts pre-filled from the brand, the character sheet and the placement you are editing
  • Brand character sheets keep mascots on-model from one generation to the next
  • Animated transparent WebP sprites for tiles, rewards and message art
  • Gallery with PNG and GIF fallbacks for email and push clients that cannot render WebP

Spend control

  • Review gate on every job: edit the prompt, approve or discard before anything runs
  • aiMediaGenerate is a dedicated action permission, enforced in the sidebar, the route guard and the server
  • Jobs run on the ai_media_jobs queue on the AI worker, so the console never blocks on a model call
  • Every approval is an admin action in the Activity Log
  • Providers change through the Model Registry with license review, canary reports and audited switches

Catalog-wide game thumbnails

  • 3:4 and 16:9 stills for any game in the catalog, aggregated or in-house
  • Seamless animated loops for hero and banner tiles
  • Best-of-2 scoring by a vision-language model plus moderation on every candidate
  • Regenerate one orientation without touching the other
  • Approve-and-apply writes to the live catalog; one-click revert restores the previous art

Providers and models

  • Providers behind the model registry: Anthropic, OpenAI, BytePlus Ark, fal.ai, WaveSpeed, Ideogram, ElevenLabs, Ludo, Tripo, Rodin, Uthana
  • One active model per role in the Model Registry
  • License review before a model goes active, canary reports before a switch, an audit entry after it
  • The same worker powers GameBridge Studios, so image, animation, audio and 3D models are already wired in
Game thumbnails

A thumbnail pipeline for the entire catalog.

Aggregated games arrive with whatever art the studio shipped. The thumbnail loop generates a portrait still, a landscape still and a seamless loop for any game, scores two candidates, runs moderation and parks the winner in a review queue. Approve and it applies. Revert with one click.

  • Works for aggregated titles, Originals and GameBridge Studios games alike
  • Per-orientation regeneration when only the portrait tile misses
  • Moderation and best-of-2 VLM scoring on every candidate before a human sees it
console.gamebridge.io/admin/banners

Generated 3:4 and 16:9 thumbnails wait in review before they touch the catalog.

How a job runs

Prompt, review, generate, apply.

  1. Step 1
    Start from the surface

    Open a banner, a CRM step, a package or a game and choose Generate. The prompt arrives pre-filled with brand, character sheet and placement context.

  2. Step 2
    Review the prompt

    Edit it or approve it. Nothing runs until someone holding aiMediaGenerate approves, so spend is a decision rather than a side effect.

  3. Step 3
    The worker generates

    The job lands on ai_media_jobs on the AI worker, calls the active model for that role and returns the asset with PNG or GIF fallbacks.

  4. Step 4
    Apply or revert

    Pick the result into the gallery or apply it to the catalog. Every application can be reverted in one click and is recorded in the Activity Log.

By team

Marketing, content and finance share one gallery.

On-brand art in the flow of the campaign.

  • Generate inside the CRM step or banner you are editing
  • Brand characters stay on-model without a designer round
  • Animated WebP for in-app; PNG and GIF fallbacks for email and push
  • One gallery shared across banners, packages and messages
Evaluator questions

What teams ask about AI media.

Which AI providers are used?
Eleven today: Anthropic, OpenAI, BytePlus Ark, fal.ai, WaveSpeed, Ideogram, ElevenLabs, Ludo, Tripo, Rodin and Uthana. The Model Registry holds one active model per role, so changing a provider is a reviewed, audited switch rather than a code change.
Can we cap what the team spends?
Every job passes a review gate where the prompt can be edited, approved or discarded, and only staff holding the aiMediaGenerate permission can approve. GameBridge Studios adds a spend cap per generation, visible in the studio while it runs.
Does generated art work in email?
Yes. The gallery stores PNG and GIF fallbacks next to the WebP original, so email templates and push payloads pick up a format their clients render.
What stops an unsafe thumbnail reaching players?
Thumbnail candidates go through best-of-2 VLM scoring and moderation, then wait in a review queue. Nothing reaches the live catalog until an approver clicks approve-and-apply, and any applied thumbnail can be reverted in one click.
How does this relate to GameBridge Studios?
GameBridge Studios is the sister system. It designs and publishes complete slot games, including math and certification packages, on the same AI worker. The AI studio covers marketing and catalog media for games you already run.
Can we use our own mascot?
Yes. Brand Characters is a screen in the Content group: define the character sheet once per brand and context-aware prompts reference it, so banners, message art and animated sprites stay on-model without re-describing the mascot each time.
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