Quick answer: Automate captures from a headless or scripted camera at every required resolution and locale, so a full store asset set regenerates with one command.
Hand-capturing store assets every update is hours of tedium. Automation makes it one command. Here is how.
How to fix it
1. Script the captures
Drive a camera through set shots and capture at each store's required resolution programmatically.
2. Cover locales
Render the captures per language so localized store pages stay current automatically.
3. Regenerate on demand
Wire it to a command so you refresh the whole set whenever the game changes.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
The bug you can't reproduce isn't gone — it's just invisible until you capture it from the player's device.