Should you commission Steam capsule art or make it yourself?

Published

TL;DR

Commission your Steam capsule art unless you already own strong key art. What decides whether players click is legibility at thumbnail scale, and that is the skill you are paying for. Making it yourself from existing art is the one competitive alternative; asset-store and AI-generated capsules carry rights and disclosure costs that outweigh the saving.

Commissioning wins by default because thumbnail legibility is the whole job

Steam renders the small capsule, the 462 x 174 px asset behind search results, top-seller lists and new-release rails, down to roughly 120 x 45 pixels, and Valve's guidance is that the logo should stay readable at the smallest generated size. That constraint, not illustration quality, is where most self-made capsules fail: a composition that reads beautifully at full resolution collapses into a grey smear in a discovery grid.

Published Steam benchmark data suggests average indie capsule click-through sits below 2%, while titles clearing 4% earn meaningfully more visibility in Steam's discovery queues and search. An artist who has worked at that scale sells you the difference between those numbers.

The three approaches compared

CriterionCommission an artistMake it yourselfAsset-store or AI-generated
Quality risk at thumbnail sizeLow, if you brief legibility and judge drafts at 120 x 45Medium, depends on your own typography and croppingHigh, unreadable type is the standard failure
Valve base-asset rulesNeeds briefing; adding awards or scores is a common instinctEasy to control once you know the rulesGenerated text artefacts often break the no-extra-text rule
Genre signallingStrong if the portfolio covers your genreStrong, you know your own gameWeak, drawn from a generic pool
Iteration speedSlowest, days per round, one or two revisions typically includedFast, minutes per variant, unlimited roundsFast to generate, slow to direct a specific fix
Ownership and rightsFull commercial rights plus source files, if you get both in writingAlready fully ownedNon-exclusive at best; competitors can ship the same image
DisclosureNoneNoneGenerative AI in store art must be declared in Valve's content survey
Consistency across the setStrong, one signature across every sizeStrong, and free to refreshWeak, hard to reproduce across five sizes

When each approach actually wins

Commission when the capsule is your first impression and you have no usable key art. A Coming Soon page, a festival appearance and a launch refresh all put the capsule in front of cold traffic with no other reason to care. It is also right when you need every size Steam accepts as one consistent set.

Make it yourself when you own art you like and the missing skill is layout, not illustration. A studio with a finished trailer or promotional art is usually one typography pass and five crops from a competent capsule set. That is adaptation work: the cheapest correct answer, and the obvious one if you have an artist on staff.

Use asset-store or generated art for internal concept work only. It is useful for deciding whether a silhouette-led capsule beats a character-led one before paying anyone. As a shipping choice it is weak: a non-exclusive licence lets a competitor appear beside you in the same rail with the same image.

How to combine them

Test concepts yourself, then commission the winner. Mock up three directions from your own art, shrink each to 120 x 45, and compare them against the top five capsules in your genre tag. Settling direction before the brief means your one or two included revisions go on execution, not discovery.

Commission the small capsule and title treatment, then handle the rest in-house. Those are the parts needing an outside eye. Once you own the source files, the remaining sizes, seasonal variants and localised versions are a reformat you can run yourself. For scope costs, see how much Steam capsule art costs.

Judge the result against the six criteria whoever made it. Genre clarity, title readability at thumbnail size, contrast and colour, uniqueness, brand consistency and composition apply identically to a commissioned piece and a self-made one. Our free Steam capsule analyser scores any capsule 0 to 100 on exactly those six dimensions, which makes it a fair way to test a DIY attempt against a commissioned one before you commit either. The reasoning behind each criterion is in our guide to Steam capsule art, and if you are choosing who to hire, see how to choose a Steam capsule artist.

Sources: Steamworks documentation on store graphical assets and graphical asset rules (small-capsule legibility, permitted and prohibited content on base capsules), and Valve's generative-AI disclosure requirement in the Steamworks content survey, all verified August 2026. Capsule click-through figures are directional benchmark data from Immutable's game CDP. No public dataset compares capsule performance by production method, so the recommendation rests on the legibility constraint and the rights and disclosure asymmetry.

Related questions

The growth engine games use to launch with momentum, grow wishlists effectively, see which channels work, turn wishlists into buyers, stop guessing what works, and sell their next game.

Trusted by 700+ games

Ubisoft
1047 Games
OutPlay
Spunge Games
Empulse
Lawn Mowing Simulator 2
Meta Toy DragonZ Saga
Might & Magic Fates
DRAGO Entertainment
Ubisoft
1047 Games
OutPlay
Spunge Games
Empulse
Lawn Mowing Simulator 2
Meta Toy DragonZ Saga
Might & Magic Fates
DRAGO Entertainment
Ubisoft
1047 Games
OutPlay
Spunge Games
Empulse
Lawn Mowing Simulator 2
Meta Toy DragonZ Saga
Might & Magic Fates
DRAGO Entertainment