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A game logo is the one picture where a single wrong letter ruins everything. Most image models draw words as shapes, so “EMBER HOLLOW” comes back as “EMBER HOLOW” or a row of letter-like marks. A logo also has to work at every size: huge on a store page, tiny as a favicon, white on a dark title screen, one colour on a T-shirt. This guide picks the models that are good at words, makes the title logo on a transparent background, builds the variants from it, adds flat vector-style art in the same style, and ends with the checks to run before anything goes to a printer or a store. Every file is a PNG, JPG or WEBP picture. No model here makes SVG. If you need a true vector file, the last section shows how to trace one.

The chain

$0.785 for the whole chain, at each model’s list price:
  • Title logo, four takes: $0.312 ($0.06 per image)
  • Logo variants x 3: $0.261 ($0.053 per image, 3 jobs)
  • Flat vector-style illustrations x 4: $0.212 ($0.035 per image, 4 jobs)
A failed job costs nothing. Before you run anything, price each step exactly and for free: summer api estimate <model> --input '<json>', or POST /v1/estimate with the same body as the job. Prices come from GET /v1/models and change only when the provider’s price does.

Before you start

Sign in once, so your agent or your terminal can run jobs on your Summer account:
Your browser opens the Summer sign-in. Pick a spend limit for this computer and choose Allow. Using a coding agent? Paste this guide’s URL and say “make my game logo”; the quickstart for your agent connects it in one command. Write down three things before the first job. They go into every prompt, word for word:
  • The exact title, in the capitals you want, with line breaks decided (“EMBER above HOLLOW”).
  • The letter style in plain words: “chunky hand-cut serif”, “rounded bubble letters”, “sharp condensed sans with a cut through the middle”.
  • The palette and outline: two or three named colours and one outline rule. This sentence becomes the style of everything in this guide.

Step 1: the title logo, letter for letter

Use a model that was built to draw words. Ideogram 4.5 is the one: logos, title cards and signs are what it is for. GPT Image 2.5 is the safe second choice, with exact text and very good light, and it is the one to use when you need to edit the result later. What makes the words come out right:
  • Put the title in double quotes and say “the exact words”. The model treats quoted text as text to spell, not as a description.
  • Short titles win. One to three words spell right almost every time. A long subtitle (“and the Curse of the Seven Moons”) is where letters go missing. Make the subtitle a separate line of UI text in the engine.
  • Say the layout. “Two lines, EMBER above HOLLOW” stops the model from choosing for you.
  • Forbid extra text. “Only these two words, no other text, no tagline.” Without it, models add fake small print.
  • Ask for flat colour. “Flat vector style, no gradients inside the outline, no texture” makes the logo readable at small sizes, clean to cut out, and easy to trace into a vector file.
removeBackground: true cuts the background away after the picture is made and returns a PNG with real transparency. Do not write “transparent background” in the prompt instead: models then paint a grey checkerboard as part of the picture. Ask for “a plain flat background” and let the cut-out do the rest. numImages: 4 makes four takes in one job. Logos are a taste call, so look at four, not one.
Each take is one entry in result.assets. Zoom in and read every letter of every take, slowly, before you pick. Then keep the fileUrl of the one you chose: it is the reference for step 2. Other models for this step. Seedream 5.0 Pro has strong text in many languages, so it is the one for a localized logo in Japanese, Korean or Chinese ($0.135 per image). GPT Image 2 draws precise text and UI ($0.211 per image). A game needs the same logo in several shapes. Edit the chosen logo instead of drawing new ones: referenceImageUrl keeps the letter shapes and colours, and the prompt changes only one thing per job. The three variants most games need:
  • The emblem: the mark without the full title, for the app icon, the favicon, the loading spinner and the store’s small square slot.
  • One colour: “the same logo in solid white only, no outline colour, no shading”. It sits on any dark screen, on video and on merch.
  • A wide layout: “the same words on one line”. It fits a thin header or a capsule banner.
For each variant, change the prompt and keep the reference the same. Edit from the original logo every time, not from the last variant: each edit drifts a little, and a chain of edits drifts a lot. When you need the words in a picture that is not the logo, such as a sign in the game world or a poster in a cutscene, use this same step with the logo as the reference, so the lettering matches.

Step 3: flat vector-style art in the same style

Menus, loading screens, achievement cards and tutorial tips all want small, clean illustrations that look like they belong next to the logo. Recraft V4.1 is the model for this: flat illustration and design pieces with tight composition, for $0.035 per image. The trick is the same style sentence as the logo, word for word: “Warm orange, deep red and dark brown palette with one muted teal accent, thick dark brown outlines, flat colour fills, no gradients, no texture, no text.” Change only the subject at the front: “a small lantern on a stump”, “a cracked map”, “a fox curled up asleep”.
Tips that make flat art look designed and not generated:
  • One subject, centered, with empty space around it. Busy scenes lose the flat look and do not cut out cleanly.
  • Name a limited palette. Three or four named colours. Every colour you do not name is a colour the model may invent.
  • Say “no text”. Illustration models like to add labels.
  • Run the set as one batch. Four or forty illustrations cost the same per picture, and a batch is priced before it starts (batches).
Inside a Summer Engine project, the ui-graphics skill makes buttons, panels and frames in the same style and wires them into the scene.

Put it in your game

  • Summer Engine. Drop the PNG into your project, or import it by its assetId. Show the title logo with a TextureRect set to keep its aspect centered, and turn mipmaps off for UI pictures: they show at or near full size. The animated title screen guide puts the logo over a looping background.
  • Any other engine. The PNG has real alpha. Import it as a UI texture with no compression artifacts on the edges (lossless while you work).
  • Store pages. Key art and covers carry no text: the stores draw the title over them. Upload the logo as its own asset where the store asks for one. The store-art skill lists every slot and size.

Check it before you print or ship it

A logo leaves the game. It goes on a store page, a trailer, a T-shirt, a sticker. Run these checks once, before any of that.

When you need a vector file

The models make pictures, not vector files. When a printer, a sign maker or a web page asks for SVG, trace the PNG with the image trace tool of any vector editor (free ones have it too). Flat colour, thick outlines and no gradients, the style this guide asks for, trace into clean shapes in a few seconds. Check the traced letters against your picture, fix any wobbly curve by hand, and keep the PNG as the source.

Scale it up

A full brand set is a few dozen pictures: the logo and its variants, an emblem per platform, a set of loading screen illustrations, achievement art. Write them as one JSONL file, one job per line, with the style sentence copied into every prompt, and send them as one batch:
A batch takes up to 500 jobs. It is priced when it arrives and runs all or none, so you know the total before anything starts. Estimate one line of each kind first with summer api estimate to tell your team what the whole set costs.

Common problems

Questions

Can I get an SVG? Not from these models: they return PNG, JPG or WEBP. Trace the PNG as shown above. Flat-colour logos trace well. Can I use the logo commercially and trademark it? Every model on the Summer API allows commercial use of what it makes. Trademark law is about your name and its use, not the tool; check your local register before you file. Can I start from my own sketch? Yes. Upload it first (send a picture), then run step 2 with your sketch as the referenceImageUrl and a prompt that names the exact words. Do I need a plan? No. Jobs are paid from your paid Summer credits, your plan’s credits or a top-up. Each connected agent has its own spend limit in Settings > Connected apps.