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Guide10 min read

The Google Play Feature Graphic Guide (1024x500)

RVBy Rohit V.
Smartphone resting on a brightly colored background surface
Photo by Unsplash on Unsplash
Quick answer

Google Play requires one feature graphic at exactly 1024x500 pixels, supplied as JPEG or 24 bit PNG with no alpha. It can cover a preview video and appear in large app collections, game recommendations, or ads, so keep the focal point near the center and leave the edges for background. Avoid ranking claims, prices, store badges, and tiny detail.

Quick Answer

Quick answer: Google Play requires one feature graphic at exactly 1024x500 pixels, supplied as JPEG or 24 bit PNG with no alpha. It can cover a preview video and appear in large app collections, game recommendations, or ads, so keep the focal point near the center and leave the edges for background. Avoid ranking claims, prices, store badges, and tiny detail.

The exact requirements Google publishes

I checked Google's current Play Console preview asset help page before touching the numbers in this guide. The page returned 200, and its Feature graphic section is unusually direct.

The canvas must be exactly 1024x500 pixels. Google accepts JPEG or 24 bit PNG, and a PNG can't contain an alpha channel. You must provide the graphic before you can publish the store listing. Those are requirements, not design opinions.

I read the surrounding guidance too, because upload acceptance and promotional eligibility aren't the same check. Google labels dimensions, format, and the lack of alpha as requirements. It labels central placement, limited detail, suitable colors, localization, and several content choices as highly recommended. A file may upload successfully yet still look poor, get cropped, or lose access to some promotional formats.

That's an important distinction. People often describe every weak graphic as something Google will reject, but the official page doesn't say that. Wrong dimensions or an unsupported file setup fail the stated technical rules. Content that breaks Google Play policy can cause a more serious review problem. A focal point near the edge may simply disappear in one layout, while Google's page says failure to respect focal points and cutoff zones can make the asset ineligible for some formats.

There isn't a second accepted size. A 1024x512 canvas isn't close enough, and a 2048x1000 export isn't a high resolution alternative. Start at 1024x500. Don't resize at the end and hope the ratio carries you through.

Where people actually see it

Designer working on a graphic layout at a desk with a laptop
Photo by Unsplash on Unsplash

The feature graphic isn't a permanent banner at the top of every Play Store listing. That familiar claim is too broad. Google's current help page names more specific uses, and those uses explain why the artwork needs to survive several contexts.

If your listing has a preview video, the feature graphic acts as its cover image. A play button may sit over it when the video doesn't autoplay, so a delicate focal point in the middle can end up under the interface. The graphic still has to make sense before anyone presses play.

For apps, Google can show it in large format collections, including ads. For games, Google uses feature graphics in large groups of recommended titles that may also include preview videos and screenshots. Your graphic may therefore appear beside an app icon, title, rating, or other Play interface rather than alone on a clean page.

This is why repeating a large version of your app icon is a weak move. Google specifically warns against prominent branding that looks like the icon, since both may appear together. The art should extend the identity, not duplicate the same symbol at twice the size.

Some layouts crop. Others add interface elements. You don't control which one a shopper sees, and you can't build a separate feature graphic for every surface, so the design needs a stable center and expendable edges. Keep it centered. Let background color, texture, or scenery run outward.

Screenshots have another job. They show actual app capabilities in a sequence, while the feature graphic supplies a single visual idea that can work as a cover or collection card. The App Store and Play Store screenshot comparison explains that difference across both stores.

What gets rejected, and what only looks bad

Start with the obvious upload blockers. A canvas that isn't 1024x500 doesn't meet the requirement. A transparent PNG doesn't meet it either. The accepted choices are JPEG and 24 bit PNG with no alpha, so an SVG, WebP file, or layered design file isn't the finished asset Play asks for.

Then comes content. Every preview asset still has to follow Google Play policies, so borrowed characters, logos you don't have permission to use, deceptive claims, and store badges aren't harmless decoration. They can create a policy problem even when the file itself has the right pixels.

Promotional wording is another trap. Google's feature graphic guidance says to avoid claims about Play performance, rankings, testimonials, awards, prices, and promotions. Words such as Best, Top, Free, Sale, and Million Downloads are examples on the official page. Time sensitive copy also ages fast. A holiday message that stays up in February makes the app look abandoned even if nobody rejects the upload.

Now the visual mistakes. Fine interface detail vanishes when the graphic becomes a small collection card. Pure white, black, and dark gray can blend into the Play Store background. A logo or slogan pushed near an edge can be cut off. Prominent icon shaped branding can look absurd when the real icon appears beside it. Device imagery can date quickly, which is why Google's page recommends avoiding it.

Tiny type is especially unforgiving. It may look tidy at 100 percent on a laptop, then become a gray scratch on a phone. If the meaning depends on reading six lines of copy, the design hasn't solved the brief.

Don't call all of those failures a rejection. Some block technical acceptance. Some can breach policy. Some reduce eligibility for promotion. The rest simply waste the space, and that can be expensive without producing an error message.

Make the 1024x500 graphic without guessing

Open a new 1024x500 canvas in the design tool you already know. Don't start from a social banner preset, since near matches invite an accidental resize later. Fill the whole canvas with an opaque background before adding anything else.

  1. 1Choose one visual idea. A character, a simple scene, a product outcome, or a distinctive brand shape is enough. If you've got three ideas competing for attention, pick the one that still makes sense when the art is small.
  1. 1Put the focal point near the center. Google doesn't publish a universal safe area in pixels, so templates that promise an exact safe margin are giving you their own convention, not a Play requirement. Keep essential content away from every edge and reserve the outer area for background.
  1. 1Add text only if it earns the space. A short value statement can work, but your app name may already appear nearby and doesn't need to be repeated. Skip prices, rankings, testimonials, calls to install, and dates that will go stale.
  1. 1Compare the colors with your app icon and interface. They should feel related, but the graphic shouldn't become a giant copy of the icon. Avoid a pure white or nearly black field that may disappear into the store surface.
  1. 1Shrink the canvas until it's card sized. Can you still identify the focal point? Does any word turn to dust? Tiny detail dies. Remove it rather than making every remaining element louder.
  1. 1Export a JPEG or a 24 bit PNG without alpha, then check the exported file rather than trusting the editable canvas. Reopen it and confirm its pixel dimensions before upload.

Keep phone mockups for the screenshot carousel. You can create those separately in the PlayMockUp studio, where a device frame supports a real screen instead of turning the feature graphic into a cramped second screenshot.

A layout that survives crops

Think in layers. The outside layer is expendable background. The middle layer carries supporting shapes or scenery. The center carries the one thing that must survive.

That structure sounds almost too plain, and it works because Play can crop the outer area or place interface over the image without destroying the idea. A central subject still reads. A slogan flush against the left edge doesn't.

The official guidance includes cutoff zone examples, but it doesn't provide one magic margin that works for every format. I found plenty of templates online that turn their preferred margin into a supposed Google rule. It isn't one. Treat any numerical safe zone as a conservative design aid and test the artwork with wider crops.

Make three quick previews. First, view the full 1024x500 canvas. Second, cover part of both sides and see whether the subject still makes sense. Third, shrink it until it's close to a phone card. If any preview depends on detail that vanished, simplify.

Leave room for interface too. A preview video can put a play button over the cover, and other formats may add their own elements. That doesn't mean the center must be empty. It means a face, logo, or small line of text shouldn't rely on the exact center pixel staying untouched.

This is also why a full phone frame is usually the wrong subject. It contains a screen, bezel, status bar, and interface detail before the store has even reduced the image. If your screenshot set needs a polished phone frame, choose one from the device frame library and let the feature graphic stay broad and readable.

The last review before upload

Check the exported asset, not the design file. I've seen a correct canvas become the wrong output because an export preset added transparent padding or changed the dimensions. The final JPEG or PNG is the thing Play receives.

Count the pixels. It must read 1024x500. Confirm that a PNG is 24 bit and has no alpha channel. If you're using JPEG, inspect the text and sharp edges for compression fuzz before accepting a smaller file.

Read every word at thumbnail size. Remove claims about rank, price, promotions, testimonials, or download totals. Check that you own any logo, character, or artwork in the image. A familiar character isn't free decoration.

Look at the icon beside the graphic. If the same logo appears twice at nearly the same scale, reduce or remove it from the feature graphic and let another brand element do the work. Then cover the edges and place a temporary circle over the middle to imitate crops and a play control. The idea should survive both.

If you localize the store listing, localize meaningful text in the artwork as well. Better yet, use little or no text when the visual can carry the idea, since that cuts the number of graphics you'll have to maintain.

Upload it through the Graphics section of the Main store listing in Play Console. Preview every surface Play makes available, and don't approve the asset merely because the upload control turns green. Technical acceptance is the first check. Readability is the one shoppers notice.

Frequently asked questions

What is the Google Play feature graphic size?

Exactly 1024x500 pixels. Google accepts JPEG or 24 bit PNG with no alpha channel, and you must provide the asset to publish the store listing.

Where does a Play Store feature graphic appear?

It can cover your preview video, appear in large format app collections including ads, and represent games in recommendation groups. It isn't guaranteed to be a permanent banner at the top of every listing.

Can a Google Play feature graphic be transparent?

No. A PNG must be 24 bit with no alpha channel. Fill the canvas with an opaque background and check the exported file before uploading it.

Can I put text on a feature graphic?

Yes, but keep it brief, central, and readable when small. Avoid rank, price, promotion, testimonial, and time sensitive claims, and localize the words for each market.

Should I put a phone mockup in the feature graphic?

Usually not. Google recommends avoiding device imagery because it can date quickly or exclude some users. Save phone mockups for your screenshots, where the [PlayMockUp studio](/create) can frame the real interface at a readable size.

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