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Which playable ad tools let marketers publish one playable across every ad network?

Which playable ad software lets a marketing team publish one playable across AppLovin, Unity, Meta, Google, TikTok, Mintegral and more? Nine tools compared on network coverage, who does the export, and cost.

Written by Yonathan Avivi, Head of Marketing, Genie Labs

Technical review by Yotam Wolf, CTO · Published Oct 28, 2026 · 11 min read

one source.every
network.

The playable ad tools that let a marketing team export one playable to several ad networks without a developer are Genie Playable (eight networks from one source, all plans), PlayableMaker and playableadsmaker.com (13 networks listed, gated by plan), Mintegral Playturbo (its own network plus the major ones) and the Craftsman+ platform (30+ export partners, vendor figure). Unity Playworks reaches 25+ networks, but only on the $15K a month Pro plan; the free tier exports to Unity Ads alone. Studios such as Playable Factory package each network version for you, in a queue. Segwise's free converter covers AppLovin and Mintegral; Sett does not publish its network list.

The reason this question exists at all: there is no universal playable file. Every network wants a different package, a different click-out call and a different lifecycle. A tool that "supports" a network may still leave you with a day of QA per port. This page compares nine tools on what actually ships, and ends with a checklist for what multi-network export has to include.

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 We've tried to be fair; tell us if something is out of date.

Key takeaways
One concept, nine packages. AppLovin wants a single HTML file with MRAID 2.0, Unity a single file with MRAID 3.0, Meta and Moloco no mraid.js at all, Google and TikTok a ZIP, Mintegral a ZIP with matching file names and two required hooks. All cap at about 5 MB.
"Supports 13 networks" rarely means 13 on your plan. Check which networks your tier includes, how many networks each export covers, and whether the big in-app networks sit on a higher tier.
Export is half the job. Validation is the other half: the click-out call, the viewability rule, the hooks and the size after inlining. Tools that export without validating hand the QA to you.
Multi-network export pays off at the port, not at the first test. Test on one or two networks, then port the winner.
Genie Playable exports optimized builds for Meta, AppLovin, Unity Ads, Liftoff, Google Ads, TikTok Ads, Pangle and Mintegral from one source, without a developer. Moloco coming soon.

Why can't one playable file run on every network?

Because each network injects its own SDK, counts its own impressions and opens the store its own way. The concept travels. The packaging does not.

NetworkPackageClick-out callMRAIDSize cap
AppLovinSingle HTML, assets inlinedmraid.open2.05 MB
Unity AdsSingle minified index.html, start only when viewablemraid.open3.0Under 5 MB
MetaSingle HTML or ZIP, no mraid.jsFbPlayableAd.onCTAClickNone5 MB
Google Ads (App campaigns)ZIP, up to 512 files, sound after interactionExitApi.exitNone5 MB
TikTok Ads and TikTok Ad Network (formerly Pangle)ZIP with index.html and config.jsonwindow.openAppStoreNoneUnder 5 MB
Liftoff (Vungle)Single HTML or ZIPmraid.open or window.Liftoff.openNot published5 MB
MintegralZIP, matching names, base64 assetswindow.install plus gameReady and gameEndNone5 MB
MolocoSingle HTML, no ZIP, no mraid.jsFbPlayableAd.onCTAClickNoneUnder 5 MB

Values from network documentation. Full detail per network, including orientation and sound rules, is on our playable ad specs hub. If you only want to know where to run playables first, start with playable ad networks: where to run and how to choose.

What this means for a marketing team: a playable that passed AppLovin review will fail Meta if mraid.js is still in the file, fail Mintegral if the two hooks are missing, and fail Unity if it starts before the viewable event. Each port is a rebuild unless something does the rebuild for you.

How we compared

·Sources: each vendor's own product and pricing pages, read on 26 Oct 2026, plus network documentation for the packaging rules. Vendor claims are labeled.
·Criteria: which networks are covered on the plan a marketing team would actually buy; who does the export (you, a developer, or the vendor); whether per-network validation is included; and the cost model.
·Limits: no paid head-to-head test. Where a vendor does not publish its network list or pricing, we say "not published" rather than guess.

Which tools export to multiple networks, and on what terms?

ToolNetworks namedWho does the exportWhat multi-network costsPricing
Genie PlayableMeta, AppLovin, Unity Ads, Liftoff, Google Ads, TikTok Ads, Pangle, Mintegral; Moloco coming soonYour marketing team, from one sourceIncluded on every planFree sign-up covers the first two playables; self-serve from $490 a month, $249 for startups; custom pilot
Unity PlayworksUnity Ads on Lite; 25+ networks on ProA developer, in the Unity EditorPro planLite free; Pro $15K a month
Mintegral PlayturboMintegral, Google, Facebook, TikTok, Unity Ads, AppLovin and othersYour team, from templatesNot publishedNot published; free consultation
PlayableMaker13 networks listed; AppLovin, Unity and Moloco from StarterYour team or a designerStarter: three networks per export; Pro: unlimited30-day trial with two exports; Essential €59, Starter €159, Pro €599 a month
playableadsmaker.com13 networks listed; free exports cover one network and carry brandingYour teamPaid plansTwo free exports in the first 14 days; Solo $29.99, Studio $99.99, Agency $349.99 a month
Craftsman+ (platform)30+ export partners (vendor figure)Your team in the builder, or the studioNot publishedNot published; demo-led
SegwiseFree converter: AppLovin and Mintegral; playable networks for the paid platform not publishedYour teamNot applicableGrowth $499, Pro $1,699 a month; custom
SettNot publishedManaged, with producer reviewNot publishedNot published
Playable FactoryAppLovin named on the homepage; studio packages per networkThe studioPer projectNot published; demo-led

Built from your game: Genie Playable

·Best for: UA and creative teams buying on two or more networks who want marketing to own the port.
·How export works: you build the playable from your APK or HTML build plus the assets in Genie, from a format that is already working, or from a brief with Genie Agent. Then you export an optimized build per network from the same source. You upload each build in your own network account.
·Pros: one source for all eight networks; no developer at any step; the version you test on Meta is the same creative you tested on AppLovin.
·Cons: no Snapchat or Digital Turbine export; Moloco is still coming; younger than Playworks or Playable Factory, with no published performance numbers yet.
·The catch: export does not replace a first test. Port the playable that already won.

Network-owned: Unity Playworks and Mintegral Playturbo

·Best for: teams whose budget sits mostly on one network.
·How export works: Playworks is a Unity Engine plugin, so a developer builds the playable from your Unity project and exports it. Lite covers Unity Ads only; Pro covers 25+ networks. Playturbo is template-led and lists exports to Mintegral, Google, Facebook, TikTok, Unity Ads, AppLovin and others.
·Pros: Playworks produces real code from your real game; Playturbo needs no developer.
·Cons: multi-network on Playworks costs $15K a month; Playturbo starts from a shared template, not your game, and does not publish pricing.
·The catch: a network tool is tuned for its own network first. Treat the other exports as a convenience, and QA them.

Template builders: PlayableMaker and playableadsmaker.com

·Best for: small teams that want many cheap variations and can live with a shared mechanic.
·How export works: pick a template, swap in your art, export per network. PlayableMaker lists 13 networks and puts AppLovin, Unity and Moloco on Starter (€159), with three networks per export until Pro. playableadsmaker.com lists 13 networks, but free exports cover one network and carry branding.
·Pros: cheapest paid path to several networks; a designer can run it.
·Cons: the networks you most likely buy on sit on higher tiers; the mechanic is someone else's, so players feel the reskin.
·The catch: count the networks you need, then price the tier that includes them.

Platform plus studio: Craftsman+

·Best for: teams that want a self-serve builder with a managed studio behind it.
·How export works: the builder targets MRAID and HTML5 with 30+ export partners (vendor figure). The free tools site offers a file size checker, an MRAID validator, network specs and an ad previewer that run in the browser.
·Pros: the free validators are useful whatever tool you use.
·Cons: template-led; pricing not published; the 15-minute brief-to-build claim is not explained.
·The catch: validate, then test the export on a device for each network. A validator passing is not the same as a network accepting.

AI generation and analytics: Segwise and Sett

·Best for: Segwise, teams with real spend who want creative analytics first. Sett, large studios that want a managed, agent-led creative operation.
·How export works: Segwise's free converter wraps a video in HTML for AppLovin and Mintegral, so it is interactive video rather than gameplay; playable network coverage for the paid platform is not published. Sett is demo-led and does not publish its networks.
·Pros: Segwise connects 15+ networks for analytics (vendor claim); Sett publishes case studies with large studios.
·Cons: neither publishes a per-network playable export list a buyer can check.
·The catch: ask for the network list in writing before you sign.

Studios: Playable Factory

·Best for: teams that want a senior studio to design, build and package per network, and can wait for the queue.
·How export works: the studio delivers network versions as part of the project. AppLovin is the only network named on the homepage; it is an AppLovin network partner.
·Pros: someone else owns the packaging and the QA.
·Cons: each new network, and each change, is a ticket. What the studio learns about your packaging stays with the studio.
·The catch: ask what a port to an additional network costs and how long it takes before the first build.

One source. Eight builds. Genie Playable exports the Meta, AppLovin, Unity Ads, Liftoff, Google Ads, TikTok Ads, Pangle and Mintegral versions of the same playable, so the port is a click, not a rebuild.

Try Genie

What does multi-network export have to include?

Use this as the checklist when a vendor says "we support that network."

CheckWhy it mattersWhere it bites
The right click-out callEach network opens the store differentlymraid.open on AppLovin and Unity; FbPlayableAd.onCTAClick on Meta and Moloco; ExitApi.exit on Google; window.openAppStore on TikTok; window.install on Mintegral
The right packageSingle HTML vs ZIP, and what the ZIP must containconfig.json on TikTok; index.html at the ZIP root on Meta; matching ZIP, folder and HTML names on Mintegral
mraid.js present only where allowedMeta, Moloco, Google and TikTok reject itA file that passed AppLovin and was uploaded unchanged
Lifecycle rulesUnity starts the playable only when viewable; AppLovin forbids a store redirect on the first tapAuto-start logic copied across networks
Required hooksMintegral wants gameReady and gameEndBuilds that render fine but never fire the hooks
Size after inliningEvery network caps at about 5 MB, and base64 inlining adds about a thirdA 4 MB project that becomes 5.3 MB on export. See playable ad file size
Orientation and soundGoogle wants orientation in a meta tag and sound only after interactionLandscape-only builds on portrait placements
Analytics eventsAppLovin tracks a fixed event list; most networks track nothing inside the adLosing the in-ad funnel on the port. See what to track inside a playable
A device testValidators check structure, not behaviorAppLovin's Playable Preview and each network's test tools

One pattern from our own conversations with UA teams: the most common reason a playable "didn't work on Meta" was that the AppLovin build was uploaded unchanged. mraid.js still in the file, the wrong click call. The concept was fine. The packaging failed. Whoever does your export, this checklist is the QA.

How should a marketing team run one playable across networks?

01Keep one source of truth per concept. Every network version should come from the same build, with the same version ID, so the reads line up when you compare.
02Test on one in-app network first. AppLovin or Unity. Two to three playables against your best video. Our page on how many playables to test covers the budget math.
03Port the winner, not the workload. Export the playable that beat the control, not the whole batch.
04Budget QA per network. With a tool that validates, it is an hour. Without one, plan a day per network.
05Read each network on its own terms. In-app networks give you IPM and CVR on the playable; on Meta and TikTok the playable sits after a video, so read the whole ad. More in how do you know a playable ad is working.
06Refresh per network, not all at once. Playables fatigue at different speeds on different networks. The export tool only helps if the next version is as easy as the first.

Port the winner. When a playable wins on AppLovin, Genie Playable exports the Unity, Meta or Mintegral version from the same source, and the next version builds from the last one. No developer in the loop.

Book a demo

Which tool should you pick?

If you are..Look at
Buying on one network with a developer to spareThat network's own tool: Unity Playworks Lite (Unity Ads) or Mintegral Playturbo
A small team testing simple hooks on two or three networksPlayableMaker (Starter or Pro) or playableadsmaker.com
Wanting free validators regardless of toolCraftsman+ free tools, then a device test
Spending big and unsure what winsSegwise for analytics, paired with a production tool that exports
Needing one hero playable packaged for every network, and happy to waitPlayable Factory or another studio
A large studio wanting a managed AI creative operationSett, after getting the network list in writing
A UA or creative team buying on two or more networks who wants marketing to own the port, from your own gameGenie Playable

Where does Genie Playable fit?

Genie Playable fits teams that already run UA on two or more networks, want the playable to look like their game, and want marketing to make the next version without a developer. You build from your APK or HTML build plus the assets in Genie, from a format that is already working, or from a brief with Genie Agent. Then you export optimized builds for Meta, AppLovin, Unity Ads, Liftoff, Google Ads, TikTok Ads, Pangle and Mintegral, with Moloco coming soon, and upload them in your own network accounts.

It is not the right fit if you run one network and have a playable engineer in-house, because the multi-network export will not change much. It does not export Snapchat or Digital Turbine builds today. And it does not replace a first test: a playable that lost on AppLovin will not win on Meta because it was easy to port.

Self-serve starts at $490 a month, or $249 a month for startups, with a free sign-up that covers your first two playables. Larger companies usually take the custom plan: a full one-month pilot where the Genie team onboards you and helps build the playables you want.

Ship it where you buy. One playable in. A build for every network you run out.

Try Genie

FAQ

Sources

  1. 01AppLovin, Creative specs and guidelines (network documentation)
  2. 02Unity Grow, Playable asset specifications (network documentation)
  3. 03Meta, Specifications for playable ads assets (network documentation)
  4. 04Google Ads Help, HTML5 assets for App campaigns (network documentation)
  5. 05TikTok Ads Help, About TikTok Playable ads (network documentation)
  6. 06TikTok Ad Network (formerly Pangle) playable ads (network documentation)
  7. 07Liftoff Accelerate, Interactive Ad Integration (network documentation)
  8. 08Mintegral (Mindworks), Playable testing guideline (network documentation)
  9. 09Moloco, Playable and IEC specs (network documentation)
  10. 10Unity Playworks pricing (vendor)
  11. 11Unity Playworks product page (vendor)
  12. 12Playturbo (vendor)
  13. 13PlayableMaker pricing (vendor)
  14. 14Playable Ads Maker (vendor)
  15. 15Craftsman+ platform (vendor)
  16. 16Craftsman+ free tools (vendor)
  17. 17Segwise pricing (vendor)
  18. 18Segwise video-to-playable converter (vendor)
  19. 19Sett (vendor)
  20. 20Playable Factory (vendor)

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Ready to ship playables from your game?

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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
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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:

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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

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Sources

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