Score the portfolio against the six criteria, not on general appeal
Use the criteria a finished capsule gets judged on. The small capsule is the one that matters here: the 462 x 174 px asset Steam uses in search results and new-release lists, which it renders as far down as 120 x 45. Scale each portfolio piece to that size in a browser, then work through the table.
| Criterion | What to check | Fail signal |
|---|---|---|
| Genre clarity | Can you name the genre from the thumbnail alone, with the title covered? | You have to read the title to know what kind of game it is |
| Title readability | The logo nearly fills the small capsule and stays legible at 120 x 45 | Titles turn into a grey smear at thumbnail scale |
| Contrast and colour | Blur it, then convert it to greyscale. Does it still separate? | The composition depends on hue alone and flattens in greyscale |
| Uniqueness and polish | Set it beside the top five capsules in your genre | Interchangeable with its neighbours, so you are paying for competence rather than differentiation |
| Brand consistency | A repeatable visual signature (font treatment, accent colour, framing device) they can carry across the set | Every piece in the portfolio is a one-off with no through-line |
| Composition | One clear focal point that survives Steam's hard crops across surfaces | Three competing subjects, or a subject that breaks when the frame changes shape |
Our free Steam capsule analyser scores an existing capsule 0 to 100 on these same six dimensions, so you can run a shortlisted artist's previous Steam work through it and compare candidates on the same scale rather than on taste. The design reasoning behind each criterion is in our guide to Steam capsule art.
Weight the criteria against your own situation
The six criteria matter to every game; the order does not.
| If this is you | Weight hardest | Why |
|---|---|---|
| Your genre is crowded | Uniqueness and genre clarity | In a saturated tag the gap is won on differentiation, not finish quality |
| You already have key art | Composition and typography, not illustration | You are buying adaptation across sizes, a cheaper skill than originating a hero image |
| You are pre-Coming Soon | Brand consistency | A festival page, demo and launch refresh all follow; a one-image artist means re-commissioning at every beat |
| You are close to launch | Turnaround and revision terms | A very good artist who needs six weeks is the wrong hire for a page going live in three |
Average indie capsule click-through sits below 2%, while titles clearing 4% earn meaningfully more visibility in Steam's discovery queues and search, which is why the crowded-genre case weights differentiation over polish. If you already own key art, see how much Steam capsule art costs for what adaptation-only scope runs to, and commissioning versus doing it yourself for whether you need an artist at all.
Brief and terms: what to settle before you pay
Specify four things in the brief:
- The genre signal a player should read in under a second.
- The single key visual.
- The exact capsule sizes you need, listed explicitly. Dimensions and templates are in Steam capsule sizes.
- That the result gets judged at 120 x 45, not at full resolution.
Valve prohibits review scores, awards and marketing text on base capsules, so an artist wanting accolade badges needs redirecting to an artwork override, a temporary capsule with an automatic expiry.
Then agree four things commercially:
- Revisions. Included rounds are typically only one or two across the freelance market, so price extra rounds up front.
- Source files. Often gated to higher tiers, and without them you cannot produce seasonal variants or localise later.
- Commercial rights. Get the grant in writing.
- Turnaround. Tie it to a date on your store-page timeline, not to a working-days estimate.
Red flags
- A portfolio shown only at full resolution. Capsule work presented as large hero images is untested at the size Steam actually uses.
- No Steam-specific work at all. Illustration skill does not transfer automatically to a format with fixed crops, five size variants and platform content rules.
- Unwillingness to supply source files. This locks you into re-hiring for every future variant, and it is a commercial position, not a technical constraint.
- Vagueness about rights.Hesitation about commercial use, or a licence limited to "promotional purposes", needs resolving before the first payment.
- Pushing to a full asset set before a concept is agreed. The cheapest place to find out a capsule does not work is a sketch.
Sources: Steamworks documentation on store graphical assets and graphical asset rules (small-capsule legibility, prohibited content on base capsules). Freelance marketplace listings surveyed August 2026 for included revisions and source-file terms. Capsule click-through figures are directional benchmark data from Immutable's game CDP. No public dataset links artist-selection criteria to capsule performance, so the framework here is derived from the criteria a finished capsule is judged on.








