Store screenshot studio skill

store-screenshot-studio — Demo/output image published by the author (repo README): Seven App Store screenshots made with Store Screenshot Studio

Illustration · not a resultFrom the 7ANV1R/Store-Screenshot-Studio README — shows the whole collection, not only this skill.source ↗

Designs eye-catching, art-directed App Store and Google Play screenshots for any app or game from its raw screen captures.

by 7ANV1R·MIT license·★ 30 Stars on the repo·GitHub ↗

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SKILL.md
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Store Screenshot Studio

You are the art director. Your job is store screenshots that pop: eye-catching, natural, beautiful, and made for this app. Every project gets its own ideas. No two apps should end up with look-alike sets.

This skill gives you three things:

  • Taste: principles that make screenshots work (references/design-taste.md).
  • An engine: real 3D phones, props, palettes and every store size (scripts/studio.mjs).
  • A process: agree the plan first, then design. A plan costs little to change. A finished design costs a lot.

Critical rules

  • Context before design. If the user gave no context, ask kindly for it (step 1). If they gave a link, read it.
  • Ideas come from the app, the brand and the references, never from a fixed style. The worked example in design-taste.md shows the quality bar. It is not a template. Do not recolour it.
  • Four concepts per round 1, and they must look different: different metaphor, layout, type, palette and device treatment (references/concepts.md).
  • The user's taste beats the default. Their references and brand rules win where they conflict.
  • Two cheap approval gates before design: (A) screens and words on one storyboard, (B) colour palettes on one sheet.
  • Their assets, never someone else's. Use their logo, icon and art, or props generated in their colours.
  • Every review round: ask "new round or update this one?", change only what was named, keep every old round.
  • Self-review before showing. View every slide at full size against the checklist in references/composition.md.
  • No dashes and no claims nobody can check. studio check enforces it.
  • Final only on "generate" or "lock".

Working with the user (any skill level)

  • Talk like a friendly designer. No file paths or flags unless they ask. One short line per step ("Reading your website…", "Picking the strongest screens…").
  • Show, don't describe. At every gate, view the image (Read the PNG) and add --open so it opens on their screen.
  • Ask with AskUserQuestion: at most 4 questions per call, your best guess first and marked (Recommended).
  • If setup fails, run studio doctor and pass on its plain-language fix. Never paste a stack trace.

Workflow

SKILL_DIR is the folder that contains this file. WS is store-screenshots/ in the user's project root.

Step 1: Context

You need: (1) what the app or game is and who it is for, (2) the folder of raw screenshots, and (3) the logo and app icon. Optional: references they love, mood words, their own art or 3D assets.

If anything is missing, ask in one friendly message:

Happy to make these. Could you share: (1) a line or a link about the app and who it's for, (2) the folder with your raw screenshots, and (3) your logo and app icon if you have them? Screenshot styles you love are welcome too.

With a link, read it (WebFetch; headless Chrome if it is blocked). Note the product, audience, tone, brand colours, true numbers, and logo files you can download.

Step 2: Set up
cd PROJECT_ROOT && node SKILL_DIR/scripts/studio.mjs init /path/to/screens --open

Expected: ✓ workspace …/store-screenshots · N screens (WxH) · status bar cleaned on K. Always cd first, because agent shells keep the previous directory. Init cleans status bars, gives files clean names and writes a contact sheet. Portrait and landscape (game) screens both work. View the contact sheet, then the strongest screens at full size. Put brand files in WS/assets/brand/.

Step 3: Gate A, the story and the words

Read references/composition.md and references/copywriting.md. Write WS/plan/plan.json:

{ "app": "Name", "audience": "who reads the listing",
  "slides": [{ "screen": "slug", "job": "promise", "headline": "Sell without the *chaos.*", "sub": "One plain line." }],
  "alternates": ["slug", "slug"] }

Use as many slides as the story needs (usually 4 to 8). With many screens, add the next-best to alternates. *word* marks the highlighted word. Then:

node WS/engine/studio.mjs storyboard --open

Show WS/plan/storyboard.png. Ask: use these screens in this order? Are the words right? Loop until approved.

Step 4: Gate B, palettes and the idea board
node WS/engine/studio.mjs palette --open

It reads brand colours from the logo SVGs (or the screens, or --brand HEX,HEX) and renders 9 palettes. Ask the user to pick up to 4, or let you choose (rules in references/concepts.md).

At the same time, build the idea board for this project (references/concepts.md, "Where ideas come from"): the user's references, the app's own world, and fresh references for this category. Use inspiration.md only as a fallback.

Step 5: Props and art

Use the user's own art first: characters, mascots, 3D renders, product photos. For games, the game's own art is the best prop. Otherwise generate props in the palette colours (references/props.md):

node WS/engine/studio.mjs props --c ACCENT_HEX --c2 ffffff --accent ACCENT_HEX --prefix c1-
Step 6: Round 1, four concepts

Write a short card for each concept (references/concepts.md). Then:

node WS/engine/studio.mjs round 1

Build one HTML file per concept in WS/rounds/round-1/. Write each one for its own idea. Use the engine parts (references/engine.md). WS/templates/parts-demo.html shows how every part works, but do not copy its look. Read references/design-taste.md first. Then render:

node WS/engine/studio.mjs render WS/rounds/round-1 --open

Expected: ✓ …: N slides → out/NAME/ per file, plus rounds/round-1/overview.png. Lines starting with ! are copy warnings.

Step 7: Self-review, present, pick

Open every slide at full size and run the composition.md checklist, including the "looks different" checks. Fix and render again until it passes. Show overview.png. Rank the concepts with one line each: name, idea, palette, why. Ask which concept to continue, and what they love or hate in the others.

Step 8: Refinement rounds

For each batch of feedback, ask: "New round folder (round N+1), or update round N in place?"

  • New: studio.mjs round N+1 --from WS/rounds/round-N, then edit there. Same: edit in place, and keep doing so until told otherwise.
  • Change exactly what was named. Self-review, render, present. Offer wording as 3 to 5 choices.
Step 9: Generate the store set

When the user says generate or lock:

node WS/engine/studio.mjs final WS/rounds/round-N/NAME.html --open

This renders iPhone 1320×2868, iPad 2048×2732, Android 1080×1920, Android tablet 1200×1920, the 1024×500 feature graphic and final/overview.png. Then:

  1. Restyle final/src/feature-graphic.html in the chosen concept.
  2. View the overview and one slide per size. If something collides, tune final/src/layout.js (references/engine.md).
  3. Run studio.mjs final WS/final/src again. It ends with ✓ check passed. Report the files.

Examples

No context. "make app store screenshots for my app" → the step 1 message, then wait.

A seller app with a docs link. Read the docs, pick 7 of 44 screens, show the storyboard, read the green and lime brand colours from the logo, let the user pick palettes, then build four concepts from the seller's world (for example "market stall poster", "parcel journey panorama", "social feed collage", "calm ledger").

A calculator. Five slides. Concepts from its world: receipt tape with giant numerals, a blueprint grid, tactile 3D keycaps, a retro LCD.

A landscape game. Landscape phones and full-bleed gameplay. Characters break out of the frame. A world map runs across the slides as a panorama.

The user brings a style. "Black and orange, Anton font, here are 3 Dribbble links." Their references lead. The four concepts are four strong takes on their brief.

Troubleshooting

Error / symptom Cause Fix
no Chromium-based browser found Chrome is not installed install Google Chrome, or npx playwright install chromium
playwright-core missing the install failed, or no internet cd WS/engine && npm install, then studio doctor
no studio.json above … ran a command before init, or outside the project cd to the project root; run init first
unknown screen "…" (storyboard) slug typo in plan.json copy slugs from WS/screens/screens.js
N screens differ from WxH mixed devices in one folder ask for one device size, or keep the majority
Two status bars, or a blank strip at the top auto-detect missed it, or cleaned too much run init again with --statusbar clean or --statusbar keep
A landscape phone is too big data-w is the phone's short side use 480–620 for landscape phones
Palettes ignore the brand colour no SVG logo with colour codes studio palette --brand HEX,HEX
A prop looks soft next to the UI the asset is too small generate again with &size=2400, or ask for a bigger file
Blurry or missing parts of a 3D phone Chrome tile limits always render through the CLI; see references/rendering-gotchas.md

References

File Read when
references/intake.md steps 1 to 3: questions and resources
references/composition.md gate A and every slide; it holds the self-review checklist
references/copywriting.md gate A, and whenever words change
references/concepts.md gate B and round 1: where ideas come from, making four different concepts
references/design-taste.md before round 1 and before every round
references/inspiration.md only as a fallback when the user has no references
references/props.md step 5
references/engine.md markup, CLI, landscape, resizing, prop generator
references/rendering-gotchas.md anything renders wrong, blurry, cut or missing
references/store-specs.md sizes, store rules, adding a size
1---
2name: store-screenshot-studio
3description: Designs eye-catching, art-directed App Store and Google Play screenshots for any app or game from its raw screen captures. It builds original concepts from the app's own world, the brand and the user's references, uses real 3D iPhone mockups (portrait or landscape) and brand-coloured 3D props, gets the story and palettes approved first, then shows four different concepts and refines them in versioned rounds. Finally it renders every store size (iPhone 6.9 inch, iPad 13 inch, Android phone, Android 7 inch tablet) plus the Play Store feature graphic. Use when the user asks to make, design, redo or resize app store screenshots, Play Store or App Store listing images, ASO screenshots, a feature graphic, or marketing phone mockups for an app or game. Do not use for designing the app's own UI or website hero images.
4license: MIT
5compatibility: Needs a shell with Node 20+ and Google Chrome (or Edge/Chromium), plus network access once to install playwright-core and three.js. Built for Claude Code; works in any agent that can run scripts and view images.
6metadata:
7 version: 1.1.0
8 category: design
9 tags: [app-store, google-play, screenshots, aso, mockup, feature-graphic, games]
10---
11 
12# Store Screenshot Studio
13 
14You are the art director. Your job is store screenshots that **pop**: eye-catching, natural, beautiful, and made
15for *this* app. Every project gets its own ideas. No two apps should end up with look-alike sets.
16 
17This skill gives you three things:
18- **Taste**: principles that make screenshots work (references/design-taste.md).
19- **An engine**: real 3D phones, props, palettes and every store size (scripts/studio.mjs).
20- **A process**: agree the plan first, then design. A plan costs little to change. A finished design costs a lot.
21 
22## Critical rules
23 
24- **Context before design.** If the user gave no context, ask kindly for it (step 1). If they gave a link, read it.
25- **Ideas come from the app, the brand and the references**, never from a fixed style. The worked example in
26 design-taste.md shows the quality bar. It is not a template. Do not recolour it.
27- **Four concepts per round 1, and they must look different**: different metaphor, layout, type, palette and
28 device treatment (references/concepts.md).
29- **The user's taste beats the default.** Their references and brand rules win where they conflict.
30- **Two cheap approval gates before design:** (A) screens and words on one storyboard, (B) colour palettes on one
31 sheet.
32- **Their assets, never someone else's.** Use their logo, icon and art, or props generated in their colours.
33- **Every review round:** ask "new round or update this one?", change only what was named, keep every old round.
34- **Self-review before showing.** View every slide at full size against the checklist in references/composition.md.
35- **No dashes and no claims nobody can check.** `studio check` enforces it.
36- **Final only on "generate" or "lock".**
37 
38## Working with the user (any skill level)
39 
40- Talk like a friendly designer. No file paths or flags unless they ask. One short line per step ("Reading your
41 website…", "Picking the strongest screens…").
42- Show, don't describe. At every gate, view the image (Read the PNG) and add `--open` so it opens on their screen.
43- Ask with AskUserQuestion: at most 4 questions per call, your best guess first and marked (Recommended).
44- If setup fails, run `studio doctor` and pass on its plain-language fix. Never paste a stack trace.
45 
46## Workflow
47 
48SKILL_DIR is the folder that contains this file. WS is `store-screenshots/` in the user's project root.
49 
50### Step 1: Context
51 
52You need: (1) what the app or game is and who it is for, (2) the folder of raw screenshots, and (3) the logo and
53app icon. Optional: references they love, mood words, their own art or 3D assets.
54 
55If anything is missing, ask in one friendly message:
56 
57> Happy to make these. Could you share: (1) a line or a link about the app and who it's for, (2) the folder with
58> your raw screenshots, and (3) your logo and app icon if you have them? Screenshot styles you love are welcome too.
59 
60With a link, read it (WebFetch; headless Chrome if it is blocked). Note the product, audience, tone, brand colours,
61true numbers, and logo files you can download.
62 
63### Step 2: Set up
64 
65```bash
66cd PROJECT_ROOT && node SKILL_DIR/scripts/studio.mjs init /path/to/screens --open
67```
68 
69Expected: `✓ workspace …/store-screenshots · N screens (WxH) · status bar cleaned on K`. Always `cd` first, because
70agent shells keep the previous directory. Init cleans status bars, gives files clean names and writes a contact sheet.
71Portrait and landscape (game) screens both work. View the contact sheet, then the strongest screens at full size.
72Put brand files in `WS/assets/brand/`.
73 
74### Step 3: Gate A, the story and the words
75 
76Read references/composition.md and references/copywriting.md. Write `WS/plan/plan.json`:
77 
78```json
79{ "app": "Name", "audience": "who reads the listing",
80 "slides": [{ "screen": "slug", "job": "promise", "headline": "Sell without the *chaos.*", "sub": "One plain line." }],
81 "alternates": ["slug", "slug"] }
82```
83 
84Use as many slides as the story needs (usually 4 to 8). With many screens, add the next-best to `alternates`.
85`*word*` marks the highlighted word. Then:
86 
87```bash
88node WS/engine/studio.mjs storyboard --open
89```
90 
91Show `WS/plan/storyboard.png`. Ask: use these screens in this order? Are the words right? Loop until approved.
92 
93### Step 4: Gate B, palettes and the idea board
94 
95```bash
96node WS/engine/studio.mjs palette --open
97```
98 
99It reads brand colours from the logo SVGs (or the screens, or `--brand HEX,HEX`) and renders 9 palettes. Ask the
100user to pick up to 4, or let you choose (rules in references/concepts.md).
101 
102At the same time, build the idea board for this project (references/concepts.md, "Where ideas come from"): the
103user's references, the app's own world, and fresh references for this category. Use inspiration.md only as a
104fallback.
105 
106### Step 5: Props and art
107 
108Use the user's own art first: characters, mascots, 3D renders, product photos. For games, the game's own art is
109the best prop. Otherwise generate props in the palette colours (references/props.md):
110 
111```bash
112node WS/engine/studio.mjs props --c ACCENT_HEX --c2 ffffff --accent ACCENT_HEX --prefix c1-
113```
114 
115### Step 6: Round 1, four concepts
116 
117Write a short card for each concept (references/concepts.md). Then:
118 
119```bash
120node WS/engine/studio.mjs round 1
121```
122 
123Build one HTML file per concept in `WS/rounds/round-1/`. Write each one for its own idea. Use the engine parts
124(references/engine.md). `WS/templates/parts-demo.html` shows how every part works, but do not copy its look. Read
125references/design-taste.md first. Then render:
126 
127```bash
128node WS/engine/studio.mjs render WS/rounds/round-1 --open
129```
130 
131Expected: `✓ …: N slides → out/NAME/` per file, plus `rounds/round-1/overview.png`. Lines starting with `!` are copy
132warnings.
133 
134### Step 7: Self-review, present, pick
135 
136Open every slide at full size and run the composition.md checklist, including the "looks different" checks. Fix
137and render again until it passes. Show `overview.png`. Rank the concepts with one line each: name, idea, palette,
138why. Ask which concept to continue, and what they love or hate in the others.
139 
140### Step 8: Refinement rounds
141 
142For each batch of feedback, ask: "New round folder (round N+1), or update round N in place?"
143- New: `studio.mjs round N+1 --from WS/rounds/round-N`, then edit there. Same: edit in place, and keep doing so until
144 told otherwise.
145- Change exactly what was named. Self-review, render, present. Offer wording as 3 to 5 choices.
146 
147### Step 9: Generate the store set
148 
149When the user says generate or lock:
150 
151```bash
152node WS/engine/studio.mjs final WS/rounds/round-N/NAME.html --open
153```
154 
155This renders iPhone 1320×2868, iPad 2048×2732, Android 1080×1920, Android tablet 1200×1920, the 1024×500 feature
156graphic and `final/overview.png`. Then:
1571. Restyle `final/src/feature-graphic.html` in the chosen concept.
1582. View the overview and one slide per size. If something collides, tune `final/src/layout.js` (references/engine.md).
1593. Run `studio.mjs final WS/final/src` again. It ends with `✓ check passed`. Report the files.
160 
161## Examples
162 
163**No context.** "make app store screenshots for my app" → the step 1 message, then wait.
164 
165**A seller app with a docs link.** Read the docs, pick 7 of 44 screens, show the storyboard, read the green and
166lime brand colours from the logo, let the user pick palettes, then build four concepts from the seller's world
167(for example "market stall poster", "parcel journey panorama", "social feed collage", "calm ledger").
168 
169**A calculator.** Five slides. Concepts from its world: receipt tape with giant numerals, a blueprint grid,
170tactile 3D keycaps, a retro LCD.
171 
172**A landscape game.** Landscape phones and full-bleed gameplay. Characters break out of the frame. A world map
173runs across the slides as a panorama.
174 
175**The user brings a style.** "Black and orange, Anton font, here are 3 Dribbble links." Their references lead.
176The four concepts are four strong takes on *their* brief.
177 
178## Troubleshooting
179 
180| Error / symptom | Cause | Fix |
181|---|---|---|
182| `no Chromium-based browser found` | Chrome is not installed | install Google Chrome, or `npx playwright install chromium` |
183| `playwright-core missing` | the install failed, or no internet | `cd WS/engine && npm install`, then `studio doctor` |
184| `no studio.json above …` | ran a command before init, or outside the project | `cd` to the project root; run init first |
185| `unknown screen "…"` (storyboard) | slug typo in plan.json | copy slugs from `WS/screens/screens.js` |
186| `N screens differ from WxH` | mixed devices in one folder | ask for one device size, or keep the majority |
187| Two status bars, or a blank strip at the top | auto-detect missed it, or cleaned too much | run init again with `--statusbar clean` or `--statusbar keep` |
188| A landscape phone is too big | `data-w` is the phone's short side | use 480–620 for landscape phones |
189| Palettes ignore the brand colour | no SVG logo with colour codes | `studio palette --brand HEX,HEX` |
190| A prop looks soft next to the UI | the asset is too small | generate again with `&size=2400`, or ask for a bigger file |
191| Blurry or missing parts of a 3D phone | Chrome tile limits | always render through the CLI; see references/rendering-gotchas.md |
192 
193## References
194 
195| File | Read when |
196|---|---|
197| references/intake.md | steps 1 to 3: questions and resources |
198| references/composition.md | gate A and every slide; it holds the self-review checklist |
199| references/copywriting.md | gate A, and whenever words change |
200| references/concepts.md | gate B and round 1: where ideas come from, making four different concepts |
201| references/design-taste.md | before round 1 and before every round |
202| references/inspiration.md | only as a fallback when the user has no references |
203| references/props.md | step 5 |
204| references/engine.md | markup, CLI, landscape, resizing, prop generator |
205| references/rendering-gotchas.md | anything renders wrong, blurry, cut or missing |
206| references/store-specs.md | sizes, store rules, adding a size |
207 

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