Title graphic reading “Video Game Press Kit: What to Include Before You Contact the Media”

Video Game Press Kit: What to Include Before You Contact the Media

A good video game press kit lets someone understand your game and decide whether they can cover it without starting an email exchange. That sounds simple. Yet I still see studios send a Dropbox folder full of files called things like final-final-3, an old trailer, one version of the logo and a document that says the game is launching “this summer”. The recipient then has to ask basic questions before they can use anything. You can avoid that. A press kit does not need to look like a glossy presentation. It needs to be tidy, accurate and useful enough that somebody can cover the game without waiting for a reply.

Start with a factsheet

Put the essential information near the top of the press page or in the first file someone downloads. A journalist should be able to scan it quickly and understand what they are looking at. Include:
  • Game title and subtitle
  • Developer and publisher names
  • Platforms
  • Release date or current release window
  • Price, if confirmed
  • Genre, with enough detail to be useful
  • Player count and multiplayer information
  • Supported languages
  • Age rating, where available
  • Engine, if it is relevant to the story
  • Official website and store links
  • Social and community links
  • A named press contact
Keep the factsheet factual. It is not the place for phrases such as “the most exciting game of the year” or “a revolutionary experience”. Those claims do not help a journalist write accurately, and they make the document harder to quote. If something is not confirmed, say “TBA” or leave it out. An incorrect release date is worse than no release date.

Write short and long descriptions

Your press kit needs at least two descriptions because different people will use them in different ways. The short description should fit into one or two sentences. Explain what the player does, the game’s genre and its most distinctive hook. Avoid opening with a slogan that could describe any game. The longer description can cover the premise, core mechanics, setting, tone and what makes the game different. Write it so a journalist can understand the product and rephrase it in their own voice. Do not fill it with every feature you have ever mentioned in a pitch deck. A useful test is to remove the game title and read the description again. If it could belong to five other games in the same genre, it needs more specific detail.

Supply screenshots that show the game

Screenshots are among the most useful assets in a video game press kit, but only when they show what the game actually looks like. Steam’s graphical asset guidance says store screenshots should show gameplay rather than concept art, pre-rendered cinematics or promotional text. The same principle works for press assets. Give people images they can use to explain the game, not only polished key art. Include a small selection that covers different parts of the experience:
  • A clear image that communicates the overall game
  • A few different environments or situations
  • Screenshots showing important mechanics
  • A clean image without interface elements, when useful
  • A vertical or cropped option if creators may use the image on social platforms
Use high-resolution files without watermarks. Give each file a descriptive name, such as game-co-op-boss-arena.png, rather than final-final-3.png. Do not include every screenshot you have ever exported. Ten useful images are better than fifty near-duplicates.

Include the current trailer and useful video

Link to the latest public trailer, preferably on a platform that loads quickly and can be embedded or shared easily. If you have raw gameplay footage, a B-roll reel or short clips for social use, include those separately. Steam’s trailer guidance shows why technical details matter. Steam recommends high-resolution video and supports common formats such as .mp4. Your press kit does not need to reproduce Steam’s upload requirements exactly, but it should provide a clean, current file or link that a recipient can use. Tell people what each video contains and whether it can be edited or reused. A creator may want unedited gameplay footage they can talk over. A journalist may only need the public trailer. Make both options obvious.

Add logos, key art and brand assets

Include the game logo in more than one version. A full-colour logo is useful, but a light version for dark backgrounds and a dark version for light backgrounds can save someone from asking for another file. Useful formats may include transparent PNG and, where available, SVG or another editable vector format. Include the main key art, capsule graphics and selected promotional images as separate downloads. Do not make someone extract a logo from a screenshot or a trailer frame. If your studio has a simple brand guide, add it. It does not need to be a forty-page document. A short note about logo use, fonts, colours and credit requirements is enough for most coverage.

Give journalists and creators the information they actually need

Journalists and creators overlap, but they are not the same audience. A journalist may need a clear description, release details, developer information, screenshots, a press contact and a review-key process. A creator may also need vertical clips, raw gameplay, thumbnail-friendly images, music information and permission to use specific assets in a video. You do not need to build two completely separate sites. Label the assets so people can find the right material quickly. A section called “Creator assets” can sit alongside the main press resources. If you offer review keys, explain the request process. State which platforms are supported, whether keys are limited and who handles requests. Do not promise access you cannot provide.

Include credits and permissions

Make it clear who created the game and who should receive credit. Include developer, publisher, composer, voice actor or partner information when it is relevant to coverage. Add a short usage note for the assets. For example, you might allow screenshots and trailer footage to be used in editorial coverage and creator videos while asking people not to redistribute raw files as standalone media. The wording should reflect your actual policy. Check music rights before including a soundtrack file or raw footage with music. A creator who receives a video that triggers a copyright claim may not use it again.

Make the contact human

Use a real person’s name and email address where possible. press@yourgame.com is fine if somebody monitors it. An inbox that nobody checks is not. Include the best time to contact you, how quickly you normally respond and what information to include in a review-key request. Those small details reduce delays when a journalist is working to a deadline. The press contact also owns the maintenance job. Somebody needs to update the release date, pricing, platform list, screenshots, trailer and contact information when they change.

Organise files for speed

A press kit should work for somebody who has never seen it before. Use a simple folder structure and consistent names:
  • 01-factsheet
  • 02-descriptions
  • 03-screenshots
  • 04-video
  • 05-logos-and-key-art
  • 06-credits-and-contact
  • 07-review-information
Offer individual downloads as well as one ZIP file. A journalist may want one screenshot immediately, while a production team may prefer to download everything at once. Avoid requiring an account or a special app unless there is a strong reason. Every extra login, permission request or broken link creates friction at exactly the point when someone is deciding whether to continue.

Update it before every important outreach push

A press kit is not a launch-day folder that you upload once and forget. Review it before a demo announcement, festival appearance, major update, review campaign and launch. Check the obvious details first: release date, platforms, pricing, store links, trailer version and contact information. Then open the downloads as a visitor. Test the links in a private browser window. Check that the ZIP extracts properly and that the images are the files you intended to share. You do not need to add every new asset. You do need to remove outdated information before it creates confusion.

Your press kit is part of the pitch

A press kit cannot turn a weak story into news. As I explain in my practical guide to PR in gaming, it works best as part of a wider process rather than as a substitute for a relevant story or a well-targeted pitch. It can stop a promising opportunity from becoming a tedious exchange about missing files and basic facts. When your pitch is relevant and the assets are ready, the recipient can spend time thinking about the game rather than searching for a logo, requesting a screenshot or confirming the release date. That is the job of a good video game press kit. Build it before serious outreach begins, keep it simple and give one person responsibility for keeping it accurate. The best press kit is rarely the most elaborate. It is the one that answers the next question before anyone needs to send another email.

Oh hi there 👋
It’s nice to meet you.

Sign-up to receive awesome video game marketing tips in your inbox.

I don’t spam! Read my privacy policy for more info.