At K Storm Studio we are also artists and developers (sometimes!), and like many of you, we want to make games too. Of course, our marketplace is a key point for our business and it’s driven by our strong passion for a more sustainable and fair place for passionate gamers and developers, but believe it or not, we also want to make games.
As soon as we start building this gaming Social Marketplace, we came across many nice games from indie devs, but even small studios that didn’t properly grab the right attention they deserved just because of a non-curated hero image.
Hero and Cover images.
Both hero and cover images (normally they should be the same, just edited for a different size) are the business card of your game. They can stop your potential customer from scrolling or surfing away, and then they drive customers to click on it to know more about your game. So, don’t you think it’s an important job the hero image has to do?
In this article series, we want to share some techniques we normally use and that we consider very useful in the making a nice cover/hero image. Of course, this is not a list of fix rules, but often commonly used by the industry as well. Some simple suggestions that allows you to easily achieve good results.
Colours Selection
First things first, let me tell you that these tutorials won’t focus on a specific image editing tool. We write this (and other tutorials) trying to describe the procedure to make a compelling hero image, not a specific software tutorial. So feel free to use your favourite image editor you feel more comfortable with.
In this breakfats recipe for a horror survival cover image, the colour selection can be crucial in giving more atmospheric mood to the composition, so we will work wisely.
Now let’s jump into the colour selection. What does this mean? Well, in the image creation process, but also in photography or painting and web design, it’s common to identify a colour palette that contains some of the key colours or dominant colours, in photo editing one (mono-tone), two (duo-tone) or three (three-colour) that we want to use to compose our image.



And after this brief introduction, let’s dive into creating the project.
- Create a new document. In this example, we started with a template of 1920 x 1080 pixels.
- Select a Background: Choose a background image with a purpose to set the initial mood and texture. For example, if you want to drive the attention of the spectator to a main character or a team of characters, consider an image that represents something on the horizon. As mentioned, it is only intended as a texture. In our example, we are using a nice horror picture from freepik.com.

- Reduce contrast: reduce contrast and create a greater sense of opacity using curves, as shown in the picture above.
- Adjust colours: still using the curve, adjust the image colours and balance based on your needs.

- Gradient layer: Create another layer on top of the current composition. Fill the new layer with a gradient. Try to get closer to the background image colors. But of course, as always this depends on the result you want to achieve.
- Layer blending: Select how to blend layer with the composition below. You can also adjust the layer opacity, based on the power you want the gradient will affect the composition below.

- Paint variations: Create a new empty level, and start painting some patch using a dark color brush. Use different opacity and partially replaint some of the same areas.
- Blur: now Blur the level with a Gaussian blur. Don’t blur too much, otherwise you could dissolve the layer.
- Layer blending: We used a colour layer blending, because we wanted to remove colours from the composition below.
Set up your Composition
If we’re working for a landscape image, which is wider than high. We should consider properly managing space according to the “message” we want to communicate out there.
If your hero scene is intended to have a clear text message, you can adopt the following strategy. Virtually divide the content into 2 halves vertically and 3 parts horizontally. Now choose one of the 2 halves and insert a “photo” of what you consider the dominant element, in general a character or a team, while the second half will show text and icons when required, based on the 3 horizontal bands.

Why does this composition work? First of all, because we always have to consider that our ancient brain is naturally involved in watching images, especially if these images represent persons or characters, and then text. We are initially attracted to watch natural shapes instead of text. Text, in fact, contains a kind of coding language that our brain has to decode throughout a process known as semantics. So this required an additional effort for our ancient brain to bring the text content to the higher brain.
A “Vertical” composition in a Hero/Cover image
If you need to show a full-size character scene like a portrait scene, because you want to drive the spectator to “read” your message from top to bottom, things are going to be a little bit harder. Yes, this seems to be a paradox, but please consider that the portrait image is always harder to assimilate instantly. And that’s for a few reasons.
First, because our world is naturally horizontal. The same word “horizon” identifies the horizontal separation from the ground and the sky, so we normally tend to explore a large horizontal space. However, it is common to create hero and cover images with this goal in mind. If this is your case, try to focus on the centre of the composition, because that is the place where your scene happens. Then drive the spectator to the text message that you consider relevant for your audience, which can be the title and an eventual subtitle.

This cover image from the “Beauty and the Beast” movie is a good example of what was mentioned above. Drawing a cross that perfectly divides the image into 4 symmetrical parts, we can identify all the required text in the bottom half. In comparison, the top half contains the scene’s characters. We marked their faces to showcase how they appear a bit shifted to the centre of the composition. That’s because our brain tends to focus on it, excluding unused peripheral sides of a scene.
But this is a vertical (portrait) cover image. We show you this image as a first example to easier to figure out how to create a vertical composition. Let’s see horizontal examples below.

This cover image from the “Star Wars – The Last Jedi” movie is another example of how to create a “vertical” composition where the elements are centred and vertically placed. Like in the example above, in the case of the Beauty and the Beast movie cover, we have cut the image into 4 symmetrical parts again. Even here, the required text is placed in the bottom half of the composition, while the team and the major character are all placed in the bottom half. but as you can see, they are gently shifted a bit to the centre of the composition

In this “Oppenheimer” movie cover same technique has been applied successfully. Please consider that, in this case, because of the plot, aside of the protagonist, which is the scientist shown at the centre of the composition, we have another “secondary” protagonist, the nuclear bomb. But because of the trick which is always better to drive the customer’s attention to something very emotional, like a character or a person, the terrible device has been placed as the background. In that case, we can even cover almost the full composition.
Adding Characters
Back to our breakfats recipe for a horror survival cover image, it’s time now to start adding elements to our composition. Of course, this is based on your game, the characters or items you consider more relevant and the result you want to achieve. So please consider this article as a tutorial.
As you can see from the 3 pictures below, we added a character to our composition, and we started working on it as specified below.

- Removing Background: of course, we removed the character picture background.
- Apply Colour curves: another important step is to adjust the character colours and make it a bit more in alignment with the background palette. This is a common technique if you want to have a one-colour style composition. If you want to create instead a two-colours style compo, please consider adjusting your character image with a palette of complementary colours.
- Rough Paint: using 2 or 3 colours start roughly painting highlights and shadows, (paint also midtones if you like it) using the brighter colour for the highlighted areas and your chosen darker colour for the shadowed areas.
- Blur the Paint: now blur the layer with your paint on top of the character, apply the Darken blending mode and set the opacity between 50% and 60%.

Now, create a new layer and using the same principle mentioned above, identify all the highlights in your character image and start roughly painting them with a very bright colour; you can even use the white colour. Blur this layer to create a kind of glow effect. Feel free to make some soft adjustments to the image, which can be hue, levels, curves, etc.
Character Adjustments
It’s time now to finalise the character editing, and we will proceed this way. First, duplicate your character layer twice, then apply the mask to prepare it for upcoming editing.
- Threshold Highlight layer: for the first new layer, apply a Threshold filter, or any other filter that provides strong contrast in a black-and-white image output. Try to extract all the highlighted areas.
- Thershold Shadow layer: now operate on the second new layer and try to extract all the shadowed areas.


- Highlight layer adjustments: select the Screen blending mode to the highlight layer. Activate the layer masking and start painting inside the mask to reduce the highlight according to the image illumination.
- Shadow layer adjustments: select the Color Burn blending mode to the shadow layer. Even for this layer, you can activate the mask and start painting inside. This layer will give a touch of “toony” effect to your character, so you can consider it as a specific style.

- Border Painting: now select a couple of colours similar to some of your composition’s colours. For example, if your composition contains a colour very close to the orange or red colour, like in our case, please choose orange. Do this for at least a couple of colours or 3, but no more than that. Make sure to have some vibrant colours in this case, then create a new layer on top of the character composition (but below the white glow layer) and then start painting around borders. Please paint outside your character, but also overlapping it.
- Blur and Blend: now blur the new painted layer quite hard, then blend it using Colour blend type, like shown in the 3 pictures below.

Mixing your Character (or Characters) with the background
In general, it’s a good practice to try to partially “mix” or “blend” your characters with the rest of the composition and the background. Of course, there’s some part of your character that is more prominent, such as the face or head. If your game doens’t have any characters, try to identify what is the crucial or most important element of your game. For example, in the case of a racing game, the most important element can be a particular vehicle, so it can be the vehicle’s front, or in the case of a building sim or sandbox game, it can be some tools provided to the players.
So now we are going to do in the next step is marking the most important part of the character. It’s common practice to “blend” out the character to the bottom. There are many artistic techniques you can use. In this tutorial, we are gonna show you a method we use very often.
- Layer: create a new layer above your Character and below the white glow layer.
- Gradient to Transparent: select a complementary colour of one of the 2 or 3 main colours that build your composition. Then draw a gradient from the bottom of your composition to the middle of it. The final gradient colour should be transparent, so your gradient should blend to the composition.
- Blend Mode: blend this layer to Colour, but of course, choose the blending method which appears to better fit the entire composition flavour.
- Additional Painting: if needed, you can also create a new level, start roughly painting at the bottom of your character, and blend the layer and adjust the opacity, to better blend your character with the composition.

“Destroy” Your Composition!
Yes you read it properly, “destroy”. Now it’s time to make your composition “dirty” and start “damaging” the entire image, especially in a case like this breakfats recipe for a horror survival cover image, where the horror atmosphere can also be given by a robust texture touch. Yes, this is a common and artistic method used everywhere. From image or video creation, music and mixing, painting and image communication. Wht? Because everything you create using a computer is digitally perfect, while reality is chaos and a mess. And so, that’s why, using additional methods to “damage” your composition can contribute to make it more appealing, complex and even more artistic.
- Grunge Texture blend: choose a black and white image texture, grunge or splat or pastel style, as always, based on your composition theme and the goal you want to achieve.
- Layer Blend: apply the layer containing your texture using the best blend mode that fit your needs. In our case Overlay and layer opacity 53%.
- Mask painting: you can also create a layer mask and start painting inside to remove or add parts of your mask. This operation should be done by considering freeing some portions of your composition that have been hidden by the mask.

“Talk” to your Customers: add Text
One of the most “tricky” aspects of the image communication process and hero or cover image creation is undoubtedly the text creation. And if you surf on every digital marketplace out there, and you take a look at some of the cover images of many indie games or solo dev games, well… you can easily figure out what that means.
Text is placed somewhere in the composition, without balancing the “weights”. Fonts are also selected randomly, totally disrupting the image’s mood. Colours and tones calibrations, text processing and texturing are totally missing.
And this is because adding text to a composition seems to be an easy thing that doesn’t require any additional painting or image processing.
But the text has to clearly contain two very important thingss you have to use to drive a potential customer to know more about your game: title and call to action!
Even in our marketplace, your hero and cover image should only have your game title and a specific call to action such as the release date, or when to order. So let’s jump into how to add text to your composition without destroying the job done before.
Please always consider what is mentioned above in this article about elements placement. So based on that simple rule we can proceed in adding text to our composition.
Title
Your title should be prominent and based on font style in alignment with your game’s mood. It’s better not to use a Sci-Fi font style in a fantasy RPG game, isn’t it? To avoid any mistakes, search your font based on themes. Most of the major websites where you can download fonts allow you to search by themes: from https://www.dafont.com, or https://fonts.google.com/, or https://www.1001fonts.com/ and so on.
- Font Selection: as mentioned above, choose your font wisely, based on your game mood.
- Title Placement: follow the examples above in this article, and adjust your title position to balance the composition, distributing the “weight” based on size and colours. For example, a bright and luminous text on a dark background will jump out of it. You can properly place it and reduce it in size, but because of the high contrast, your text will probably be more prominent than the background. That is not an error! But a factor to consider while designing your composition.
- Text Style: it seems to be easy to stylise text. Image editor like Photoshop, Paint Shop Pro or Gimp offers advanced and amazing tools to manipulate text from fonts. However, unless you have a clear idea about the text you want to create, our advice is to try to make it simple. Don’t exaggerate with tons of manipulation. You can achieve a nice result simply by adopting the right touch. In our example below, we simply create a sense of “sculpting” effects just using a text shadow with a brighter colour to simulate a backlight.
- Soft Gradient: select a colour variation from the main text colour and make it a little bit brighter or darker as you wish, then start filling your text title with a gradient. Also, change the gradient direction as you want.

Additional Texts
- Change Font: for all other text you can often try to change font and scale down the size of those text. This because the title text should be more prominent than the others.
- Avoid Ultra-vivid text: well, this is the typical “fake” effect given by the digital imagery process, which every artist wants to avoid. So just set each layer text opacity to 85% and apply a soft gradient border to shape the text lighting a bit.
As a final touch, we placed an additional soft texture background behind the text, then we partially masked this background to disclose a bit more the original background. Now, feel free to retouch a bit where needed.
Final Image

