Building Great Asset Packs
A great asset pack makes it as easy as possible for a creator to go from joining your campaign to making their video.
The goal isn't to give creators every asset your studio has ever produced.
It's to give them a small, up to date, organized collection of useful materials they can immediately start working with.
Every extra download, enormous file, unusable clip, or folder they need to dig through adds friction. And when creators have plenty of other campaigns to choose from, that friction can be enough for them to move on.
What should an ideal asset pack include?
You don't need everything on this list for every campaign, but this is a good starting point.
★★★ Essential
- 5–10 raw gameplay / B-roll clips
- 1080p / 60 FPS footage at minimum
- Gameplay audio included
- Footage without subtitles, captions, or other baked-in text
- Trailers without baked-in captions where available
★★ Strongly recommended
- 30 seconds–2 minutes per gameplay clip
- A variety of gameplay moments and environments
- 4K versions of footage where available
- A fact sheet / game information
- Steam/store page assets
★ Nice to have
- Music and soundtrack files creators are allowed to use
- Logos and key art
- Additional trailers
- Screenshots
- Extra B-roll for creators who want more options
You don't need to create assets purely to check every box.
The priority should always be giving creators useful material that's easy to work with.
Example asset pack structure
Your asset pack doesn't need to follow an exact structure, but keeping everything organized makes it much easier for creators to find what they need.
A simple creator-ready asset pack might look like:
📁 Game Name — Creator Assets
- 📁 01 — Gameplay & B-Roll
- 📁 1080p
- 📁 4K
- 📁 02 — Trailers
- 📁 03 — Screenshots & Key Art
- 📁 04 — Logos
- 📁 05 — Music
- 📄 Fact Sheet
Keep the assets creators are most likely to use near the top and easy to find.
You don't need to create folders for assets you don't have. The goal isn't to follow this structure perfectly — it's to make sure a creator opening your asset pack can immediately understand what's available and where to find it.
Give creators usable gameplay footage
For most asset packs, the most useful thing you can provide is good raw gameplay footage.
As a general recommendation, we like:
5–10 gameplay or B-roll clips, approximately 30 seconds to 2 minutes each.
This tends to be a useful middle ground.
Clips are long enough that creators can find moments, establish context, cut between shots, or build sections of a video around them without needing to scrub through an enormous recording.
At the same time, they're short enough that a creator can quickly preview everything you've provided and find what they need.
Don't just upload an hour of gameplay
More footage isn't automatically better.
Giving creators a 32 GB, hour-long gameplay recording technically gives them plenty to work with, but now they need to download an enormous file and scrub through an hour of footage just to find a few usable moments.
Most won't.
If you have a long recording, spend some time pulling out the strongest moments beforehand.
You're saving that work for every creator who participates in your campaign.
Don't make clips too short either
The opposite can be just as frustrating.
A folder filled with two-second clips gives creators very little flexibility.
They may want a shot to continue longer than you expected, need footage before or after a particular moment, or want to cut the footage differently for their own pacing.
Give creators enough material around each moment to make their own editing decisions.
That's why we generally prefer clips in the 30-second to 2-minute range rather than dozens of tiny pre-cut moments.
Give creators clean footage
Whenever possible, provide footage creators can manipulate themselves.
Avoid baking in:
- Subtitles
- Captions
- Promotional text
- Calls to action
- Unnecessary overlays
- Other edits that can't be removed
A trailer covered in captions might work perfectly for your studio's social accounts, but those captions can make the underlying footage nearly impossible for another creator to repurpose.
If you have both versions, provide the clean version.
Creators can always add their own text afterward.
They can't easily remove yours.
Don't crop footage for creators
Whenever possible, provide footage in its original horizontal aspect ratio rather than only supplying pre-cropped vertical clips.
Remember that creators may want to:
- Reframe a particular character
- Zoom into an important moment
- Pan between different parts of the screen
- Position gameplay around captions or other elements
- Use the same footage differently across platforms
Giving them only a vertical crop removes those options.
Even though the final content may be vertical, let the creator decide how to make it vertical.
Quality matters
Your footage is representing your game.
Dark, laggy, compressed, low-resolution, or otherwise poor-quality footage can make an otherwise polished game look significantly worse.
At minimum, we recommend providing 1080p footage.
Where possible, providing both 1080p and 4K options can be even better.
Creators who prioritize maximum visual quality can work from the 4K files, while creators who want smaller downloads and faster workflows can use the 1080p versions.
You should also make sure gameplay footage includes game audio rather than being completely silent unless there's a specific reason it can't.
And before uploading anything, watch the footage yourself.
Ask:
If this were the only footage someone saw of our game, would we be happy with how the game looks?
Show variety
Five clips of essentially the same gameplay moment aren't much better than one.
Try to give creators a selection that shows different reasons someone might find your game interesting.
Depending on the game, that could mean:
- Different environments
- Combat
- Exploration
- Characters
- Bosses
- Funny or chaotic moments
- Interesting mechanics
- Progression
- Multiplayer interactions
- Particularly visually impressive sequences
You don't need to document the entire game.
Think of your footage as a highlight reel of useful raw material, not a complete archive.
Keep everything organized
A good asset pack should be understandable almost immediately after opening it.
You don't need an elaborate folder structure. Follow a structure similar to the example above and keep the assets creators are most likely to need easy to find.
Use descriptive file names where possible, too.
desert-boss-gameplay-01.mp4 is much more useful than Recording_2026-08-14_FINAL_v7.mp4.
The easier your pack is to navigate, the faster creators can start working.
Check your permissions
Before submitting your campaign, make sure creators can actually access and download everything you've provided.
We recommend opening your asset links in an incognito or private browser window and testing them yourself.
Creators shouldn't have to:
- Request access to a folder
- Wait for your team to approve them
- Create an account for an unfamiliar file-sharing service
- Ask for a password that wasn't provided
- Discover that files can be viewed but not downloaded
Make sure folders are publicly accessible to anyone with the link, files can actually be downloaded, and any necessary passwords or instructions are clearly provided.
This sounds simple, but a broken Drive link or missing download permission creates an immediate roadblock between a creator joining your campaign and making content.
If a creator can't easily access your assets, they may simply move on to something else.
Include useful game information
Visual assets aren't the only useful resources you can provide.
A simple fact sheet can give creators quick access to information they may need while writing their video, such as:
- Developer and publisher
- Release date
- Platforms
- Pricing
- Official game description
- Relevant links
- Important facts or background
You don't need to turn this into another enormous document.
The goal is to make common information easy to find without forcing creators to search for it themselves.
For the more interesting hooks and potential video angles around your game, use your Talking Points instead.
Don't overwhelm creators
There's an important distinction between having plenty of useful options and dumping everything you have into a Google Drive folder.
A creator shouldn't need to sort through:
- Five versions of the same trailer
- Hundreds of screenshots
- Hours of gameplay
- Old footage
- Outdated builds
- Internal marketing materials
- Multiple nearly identical files
to figure out what's actually relevant.
Curate the pack.
If you have a huge library of assets, consider creating a smaller recommended creator folder containing the assets you think are most useful, while leaving the larger library available separately for anyone who wants it.
Think about the creator's workflow
A useful test is to pretend you're a creator opening the asset pack for the first time.
Could you quickly answer:
Where's the gameplay footage?
Which footage should I actually use?
Can I download it without waiting forever?
Can I edit it however I want?
Does the footage make the game look good?
Can I quickly find basic information about the game?
If the answer to all of those is yes, you're probably in a good place.
The best asset packs aren't necessarily the biggest.
They're the ones that remove as much work as possible without limiting what creators can make.
What if I don't have many assets yet?
That's okay.
If your game is early in development, you may simply not have enough polished gameplay to build the ideal asset pack yet. You don't need to manufacture assets just to fill a folder.
Give creators the best material you currently have.
This becomes more important when creators don't have access to a playable build, since the footage you provide may be their primary way of showcasing the game.
More footage naturally gives creators more flexibility and more opportunities to find something that works for their content, but having a smaller asset pack shouldn't stop you from running an earlier campaign when the timing otherwise makes sense.
What matters is that the assets you do provide are useful, accessible, and representative of your game.
As your game develops, however, fresh creator assets should become a priority for subsequent campaigns.
Keep assets fresh between campaigns
If you're running multiple campaigns for the same game, try to give creators new material to work with whenever possible.
New gameplay, environments, features, characters, enemies, or other footage gives returning creators something new to show and makes it easier for them to approach the game from a different angle.
This goes hand-in-hand with your Talking Points: new things to say and new things to show make subsequent campaigns much easier to create around.
For more guidance on choosing meaningful campaign beats, see When to Run Jestr Campaigns.
Next step: When to Run Jestr Campaigns
Great campaign parameters make creators want to participate. Talking points give them something interesting to say, and asset packs give them something useful to show.
The final Best Practices guide looks at the bigger picture: when it actually makes sense to run those campaigns throughout your game's lifecycle.
Continue to When to Run Jestr Campaigns to learn how announcements, playtests, demos, events, launches, updates, sales, and other beats can create new opportunities for creator content.