This is what the personalization engine does: it takes the player attributes your game already has and returns a preview the player sees instantly and a print file production can use.
The player opens the store from inside your game or from a season email. The store already knows who they are, so the first thing they see is their own shirt, not a blank one.
They pick a size and pay. The same generator that made the preview emits a high-resolution print file, the order routes to the closest production partner, and the parcel ships with tracking.
Nickname, avatar, chosen character, class. The core of a personal item.
Level, rank, season placement, hours played, win streak.
Clan or guild name, emblem, roster position, founding date.
Weapon, skin, mount, artifact — the thing they grinded for.
First-kill dates, tournament placement, launch-day participation.
Moderation rules, banned-word lists and manual review on flagged orders.
The store itself can be live in a day with fixed designs. Wiring the generator to your player data is usually a short sprint on your side plus our rendering work.
That is exactly what a demo is: we take one of your characters or logos and show a rendered, print-ready result before anything is agreed.
Yes. The store opens as a web view or a link, so nothing has to be shipped inside an app-store build.
We do. Each order is routed to the production partner closest to the buyer and ships with tracking to more than 100 countries. Print and delivery problems are on us, not on you.
Your margin accumulates in the dashboard and is paid out automatically every two weeks. You set the retail price, so you decide what that margin is.
Write to hello@merch5.com and we will render a real example.