Try for free
Learn/Tools and budget

Free playable ad makers: what do you actually get for free?

Free plans and trials from Unity Playworks, PlayableMaker, playableadsmaker.com, Segwise, Craftsman+ and Genie Playable: exports, networks and limits.

Written by Yonathan Avivi, Head of Marketing, Genie Labs

Technical review by Yotam Wolf, CTO · Published Oct 26, 2026 · 9 min read

free tiers.what you
actually get.

Only one playable ad maker is free with no time limit: Unity Playworks Lite, and it exports to Unity Ads only. Everything else free is a trial or a small allowance: two exports on PlayableMaker (30 days) and playableadsmaker.com (14 days), a seven-day Segwise trial plus free video converters, free QA tools from Craftsman+, and a free Genie Playable sign-up that covers your first two playables.

We make Genie Playable. We've tried to be fair; tell us if something is out of date.

Key takeaways
"Free" in this category almost always means two exports, one network each, for a limited time.
Unity Playworks Lite is the only free tier with unlimited exports, but only for Unity Ads.
PlayableMaker's free trial does not include AppLovin. AppLovin starts on the €159 Starter plan.
Free video converters (Segwise) produce interactive video for AppLovin and Mintegral, not gameplay.
Craftsman+'s free tools check and preview playables; they don't build them.
Genie Playable has a free sign-up that covers your first two playables, built from your own game. Self-serve plans then start at $490 a month ($249 for startups).

Why does "free" matter less than you think?

A free playable is useful for one thing: learning whether playables work for your game on one network before you commit budget. That's a real question worth answering cheaply. But the cost of a playable is rarely the tool. It's the media you spend testing it and the time it takes to make version two. Teams we talk to often burn the free exports on a first draft, then discover the network they actually buy on isn't in the free tier. Read the network list before you click export. See what a playable ad really costs.

How we compared

·Sources: each vendor's pricing and product pages, read on 26 Oct 2026. Where a vendor doesn't publish free terms, we say so.
·What we recorded: what's free, for how long, how many exports, which networks, branding, and whether a card or account is needed.
·Left out: network creative studios bundled with media spend, because terms are private and vary by advertiser.

What does each free plan include?

Unity Playworks Lite

·Best for: Unity studios with a developer, buying on Unity Ads.
·What it is: Unity's playable tool. The Unity Editor plugin builds playables from your Unity project; video templates make interactive end cards.
·What's free: the plugin, interactive templates and unlimited exports, with no limits stated, for Unity Ads.
·Pros: no time limit; real code from your own game.
·Cons: Unity Ads only; no technical support, Insights or Creative Testing; the plugin route needs a Unity developer.
·Pricing: Lite free. Pro $15K a month for over 25 networks plus support.

PlayableMaker free trial

·Best for: a marketer or designer testing template playables on Meta, TikTok, Mintegral, Liftoff or ironSource.
·What it is: a browser template editor with video-to-playable, translations and 300+ templates on all plans.
·What's free: 30 days, two exports, one network per export. Video editor, template editor and translations included. No credit card needed.
·Networks on the trial: Web, Facebook, Mintegral, TikTok, Liftoff and ironSource. Not AppLovin, Unity, Google or Moloco.
·Pros: no card; full template library.
·Cons: AppLovin and Unity need Starter (€159 a month); Google needs Essential (€59).
·Pricing: Essential €59, Starter €159, Pro €599 a month, Enterprise custom.

playableadsmaker.com free tier

·Best for: a solo marketer who wants to try a template playable today with no signup.
·What it is: a browser editor from Autosphere Labs with 268 templates and an AI Lab that turns a store link into an editable playable.
·What's free: use the editor with no account and no card. Two free exports in your first 14 days, one network each, with the tool's branding.
·Pros: fastest to start; 13 networks available, including AppLovin.
·Cons: branded exports; one network per free export; building from scratch requires the Agency plan.
·Pricing: Solo $29.99, Studio $99.99, Agency $349.99 a month.

Segwise free converters and trial

·Best for: teams with a winning video who want an interactive version on AppLovin or Mintegral fast.
·What it is: a creative analytics platform with free tools on the side.
·What's free: a video-to-playable converter that wraps an MP4 in an HTML video embed for AppLovin and Mintegral, described as having "no costs or usage limits". Separate AppLovin and Mintegral converter pages. A seven-day free trial of paid plans, no card.
·Pros: genuinely free with no stated cap; quick.
·Cons: output is interactive video, not gameplay; Facebook, Google and Unity listed as coming soon; the claim that output passes platform review automatically is the vendor's.
·Pricing: Growth $499 a month, Pro $1,699, Enterprise custom.

Your first two playables are on us, built from your own game. Sign up free and the tokens to create them are included, exported for the networks you buy on.

Try Genie

Genie Playable

·Best for: UA and creative teams that want their first playables to look and play like their own game, on several networks, without a developer.
·What it is: playable production in Genie. Build from your APK or HTML build plus the assets in Genie, from a format that's already working, or from scratch from a brief to Genie Agent. You iterate from the last version.
·What's free: the self-serve plan includes enough tokens to create your first two playables free.
·Networks: optimized builds for Meta, AppLovin, Unity Ads, Liftoff, Google Ads, TikTok Ads, Pangle and Mintegral. Moloco coming soon.
·Pros: free playables come from your game, not a template; AppLovin and the other networks aren't held back for a higher tier.
·Cons: it's a paid plan with free playables included, not a free plan; no published speed or performance numbers.
·Pricing: self-serve from $490 a month, or $249 a month for startups. Custom plan with a full one-month pilot where our team onboards you and helps build the playables you want.

Craftsman+ free tools

·Best for: anyone who already has a playable and wants to check it before upload.
·What it is: a playable platform and studio with a set of free browser tools.
·What's free: File Size Checker, MRAID Validator, Network Specs (15+ networks) and Ad Previewer. Processing happens in your browser.
·Pros: useful QA for any tool's output; files stay local.
·Cons: they check and preview; they don't build playables. The platform itself is demo-led.
·Pricing: platform pricing not published.

Tools with no published free tier

Mintegral Playturbo offers a free consultation and a sign-up button, but no published free plan or pricing. Playable Factory has a free-offer call to action without stated terms, plus demo requests. Sett is demo-only. All.

Free playable ad makers compared

ToolWhat's freeTime limitFree exportsNetworks on freeCatch
Unity Playworks LitePlugin, templates, exportsNoneUnlimitedUnity Ads onlyUnity developer for plugin; no support
PlayableMakerTrial of editor30 daysTwo, one network eachWeb, Facebook, Mintegral, TikTok, Liftoff, ironSourceNo AppLovin, Unity or Google on trial
playableadsmaker.comEditor, no account14 days for exportsTwo, one network eachAny of 13Branding on free exports
SegwiseVideo converters; seven-day trialNone stated (converter)No stated capAppLovin, MintegralInteractive video, not gameplay
Genie PlayableFree sign-up, first two playables includedNot applicableTwo playablesEight networks; Moloco coming soonFree to start; self-serve from $490 a month ($249 startups)
Craftsman+QA and preview toolsNone statedNot a builderSpecs for 15+Doesn't build playables
Playturbo, Playable Factory, SettConsultation or demoNot publishedNot publishedNot publishedNo published free tier

How do you get the most out of a free tier?

01Pick the network first. Your first playable test should run where you already spend. For most mobile games that's AppLovin; see our first AppLovin campaign guide. Then choose a free tier that covers it.
02Spend your two exports on two hooks, not two drafts. One playable tells you little. Two different hooks give you a comparison. See how many playables to test.
03Check specs before you export. File size and MRAID are the usual rejections. Use our AppLovin specs and file size guide, or Craftsman+'s free checker.
04Plan version two before you start. If the test works, you'll need variations within weeks. Know what that costs on the paid plan.

When the free test works, the next version is the job. In Genie Playable your team makes it from the last one, without a developer.

Book a demo

Which free option should you pick?

If you..Start with
Are a Unity studio buying on Unity AdsUnity Playworks Lite
Want to try a template on AppLovin today with no signupplayableadsmaker.com (accept the branding)
Buy on Meta, TikTok or Mintegral and have a designerPlayableMaker free trial
Have a winning video and want quick interactivitySegwise free converter
Already have a playable and need to QA itCraftsman+ free tools
Want your first playables built from your own game, across several networksGenie Playable (free sign-up, first two playables included)

Where does Genie Playable fit?

Genie Playable starts free: sign up and your first two playables are included, and they come from your own game: your APK or HTML build plus your assets in Genie, a format that's already working, or a brief. That makes it a fit for teams who already know they'll run playables on more than one network and want the free test to look like the real thing. After those two it's a paid plan, so if you only ever want one free test on Unity Ads, Playworks Lite is simpler. For larger teams, the custom plan includes a full one-month pilot with our team.

Make your first two playables from your own game. Bring your build or a brief. Sign-up is free and covers your first two playables.

Try Genie

FAQ

Sources

  1. 01IAB, MRAID guidelines
  2. 02Unity Playworks pricing (vendor)
  3. 03PlayableMaker pricing (vendor)
  4. 04Playable Ads Maker (vendor)
  5. 05Segwise video-to-playable converter (vendor)
  6. 06Segwise AppLovin converter (vendor)
  7. 07Segwise pricing (vendor)
  8. 08Craftsman+ free tools (vendor)
  9. 09Playturbo (vendor)
  10. 10Playable Factory (vendor)
  11. 11Sett (vendor)

Keep reading

All articles →
no developer.tools marketers
can run.
Playable ads · 10 min read

Which playable ad tools can marketing teams use without a developer?

one playable, priced.then come
the variants.
Playable ads · 8 min read

How much does a playable ad cost in 2026?

nine tools.every approach,
compared.
Playable ads · 14 min read

Best playable ad tools in 2026: every approach, compared honestly

Ready to ship playables from your game?

Try for freeBook a demo

How to make a playable ad from your own game (without rebuilding it)

Three ways to turn your game into a playable ad: engine export, HTML5 rebuild, or building from your APK. Steps, specs, testing and mistakes to avoid.

Written by Yonathan Avivi, Head of Marketing, Genie Labs

Technical review by Yotam Wolf, CTO · Published Sep 26, 2026 · Updated Sep 26, 2026 · 11 min read

A playable ad from your own game is a 30 to 90 second interactive slice of your game: your characters, your art and one clear mechanic, packaged as a small HTML5 file an ad network can run. You can't ship your game build as it is. Networks cap playables at about 5 MB in a single HTML file or ZIP, with strict rules on code and clicks. So you have three options: export a stripped-down scene from your engine, rebuild the moment in an HTML5 framework, or use a tool that builds the playable from your game's build and assets. This guide walks through all three.

Key takeaways
{{ k }}

What does "a playable ad from your own game" actually mean?

It means the player sees your game, not a generic template with your logo on top. Studios that do this well keep three things fixed and treat the rest as open.

Keep fixedOpen to change
{{ r.ak }} {{ r.av }}{{ r.bk }} {{ r.bv }}

This matches what UA and creative leads tell us. Brand fidelity is non-negotiable. Gameplay is often borrowed from whatever is trending. The catch is policy. The UK ASA now treats even a genuine but non-core mechanic as potentially misleading, and Google Play bans ads that don't represent the app. The closer your playable is to what players actually get, the safer it is, and the better it tends to retain.

Why can't I just ship my game build as a playable?

Ad networks run playables inside their own ad containers, not as apps. Every playable has to fit this box:

SizeAbout 5 MB on every major network (AppLovin, Meta, Google, TikTok, Unity, Mintegral, Moloco, Snapchat). A WebGL export of a real game is usually far bigger. An empty Godot export is already over the limit.
FormatOne self-contained HTML file with every asset inlined (AppLovin, Unity, Moloco), or a ZIP with an index.html (Google, TikTok, Mintegral, Snapchat). Meta accepts both.
No external callsNothing loads from your servers at runtime.
Click-out callmraid.open() on AppLovin and Unity, FbPlayableAd.onCTAClick() on Meta and Moloco, ExitApi.exit() on Google, window.openAppStore() on TikTok, window.install() on Mintegral.
Behavior rulesMuted until the first interaction, no store redirect on the first tap, no auto-redirects, works in portrait and landscape.

The full list lives in our Playable ad specs by network (2026).

What are the three ways to turn my game into a playable?

1. Engine export 2. HTML5 rebuild 3. Build from your APK or HTML and assets
{{ r.k }} {{ r.a }} {{ r.b }} {{ r.c }}

Most studios mix routes: a hand-built hero playable for a launch, and faster tooling for the weekly variations that keep a campaign alive.

What buyers expect to pay and wait: roughly $3,000 to $8,000 and two to four weeks per new playable from an external studio, and roughly $600 to $2,000 in-house once the setup exists. Nobody has a clean source for these numbers, so treat them as market expectations. One mid-size studio we spoke to put it simply: the market norm is "two weeks onwards", and their target is under a week.

Your game is already the brief.

Upload your APK or HTML build. Genie Playable turns it into a playable ad with your own art, characters and live events, ready for 10 ad networks.

Try it free on your game

How do I make a playable ad from my game, step by step?

01\Pick the moment worth playing

Choose one mechanic a stranger understands in three seconds. Good sources: your core loop at its most satisfying, the live event running now, or a format already converting in your genre. If you can't explain the moment in one sentence, it's too complex. One mechanic beats two.

“Merge plus puzzle looks clever and almost always tests worse.”
Segwise

02\Script the arc

Almost every playable follows the same shape:

{{ a.n }} {{ a.k }} {{ a.v }}

03\Prepare your assets

Export characters, backgrounds, UI and sounds from your game, then cut hard. Compress images, use sprite sheets, trim audio to short loops and subset fonts. Base64 inlining adds about a third to file size, so aim for 2 to 3 MB in total and treat 5 MB as the ceiling.

04\Build it

Whatever route you use, keep the logic in plain HTML and JavaScript, make the layout work in 9:16 and 16:9, and keep sound off until the first tap.

05\Package it for each network

This is where engineer time quietly disappears. "A unit that passes on AppLovin can bounce on Unity," as Segwise puts it. Each network needs the right file format, the right click-out call and any required hooks. Mintegral, for example, expects gameReady() and gameEnd() calls. Build once and generate network variants from one source. Hand-editing copies is how bugs creep in.

06\Test before you upload

{{ t.k }}{{ t.v }}

Then test on a real low-end Android phone. A desktop browser hides most of the problems.

07\Launch and measure

Give each playable enough data before you judge it. A common rule of thumb is about 50 conversions in four days, or 100 in seven. Judge on D7 ROAS and retention, not CPI alone. If you can, add events inside the playable (start, first interaction, win or lose, CTA tap, drop-off point), because network dashboards only show the last step.

08\Plan the next version before this one fatigues

Top-grossing games ship dozens of new playables a month, and most of that volume is variations of a winner. Leading teams put roughly 70% of output into variations and 30% into new concepts. Decide now which single thing you'll change next: the hook, the fail state, the character, the event skin or the end card.

What should I keep from my game, and what can I borrow?

Keep everything that helps a player recognise your game after install: art, characters, UI language, sound. Borrow structure freely, whether that's a proven hook, a pacing pattern or a format working in another genre. Racing and narrative studios often tell us their game "isn't playable". The honest read: a playable doesn't need your full core loop. It needs one true moment from your world.

What are the most common mistakes?

Mistake What happens Fix
{{ m.a }}{{ m.b }}{{ m.c }}
The next version, not a new brief.

When a playable fatigues, Genie Playable lets your UA or creative team change the hook, the character or the event skin on the last version and ship it again. No dev queue.

Book a demo

Where does Genie fit?

Genie Playable takes the third route, and adds two more ways in. You can build from your game: your APK or HTML build together with the assets, narrative, mechanics and live events already in Genie. You can start from a format that's already working and rebuild it with your game inside. Or you can start from scratch and describe the playable to Genie Agent.

Genie Core keeps every version on brand, and Genie Playable exports network-ready variants for Meta, AppLovin, Unity Ads, Liftoff, Google Ads, TikTok Ads, Pangle and Mintegral from one source, with Moloco coming soon. No developer is needed at any step, and your team makes the final call on every version. Sign-up is free and covers your first two playables. Try it on your game.

Where to go next

First playable? Follow how to make a playable ad step by step, then run it through the playable ad best practices checklist. Once it's live, read how to know if your playable ad is working and how to A/B test playable ads.

FAQ

{{ f.a }}

Sources

  1. {{ s.n }}{{ s.name }}

{{ a.h1a }} {{ a.h1b }}

{{ a.desc }}

Written by {{ a.author }}

{{ a.meta }}

Ready to ship playables from your game?