Marketing and creative teams can make playable ads without a developer using template builders (PlayableMaker, playableadsmaker.com, Mintegral Playturbo, Craftsman+), video converters (Segwise's free tool) or a tool that builds from your own game (Genie Playable). The difference is what you can change on your own: templates let you swap art and copy in someone else's mechanic, while Genie Playable lets your team build from your game and make the next version from the last one.
We make Genie Playable. We've tried to be fair; tell us if something is out of date.
What does "without a developer" actually mean?
A playable is a small HTML5 app. Someone has to write the game logic, wire up the call to action, package it per network and keep it under the size limit. "Without a developer" means the tool does those parts for you. In practice, marketing teams want to do six things alone:
Most tools cover steps three to five. Step two and step six are where they split. See how to make playable ads without a developer for the workflow.
How we compared
Which tools can a marketing team run alone?
PlayableMaker
playableadsmaker.com (Playable Ads Maker)
Mintegral Playturbo
Craftsman+ (platform)
Templates let you change the art. Genie Playable lets you change the game. Start from your APK or HTML build plus your assets in Genie, then make the next version from the last one.
Try GenieGenie Playable
Segwise (free video-to-playable converter)
Unity Playworks (templates)
Sett
How do they compare?
| Tool | Starting input | What a marketer can change alone | Networks | Entry price |
|---|---|---|---|---|
| PlayableMaker | Template, video, AI | Art, copy, language, template settings | 13 listed; AppLovin and Unity from Starter | Free trial; €59 a month |
| playableadsmaker.com | Template or store link | Art, audio, copy, language | 13 | Two free exports; $29.99 a month |
| Mintegral Playturbo | Template, your assets | Art, copy, language, dubbing | Mintegral plus major networks | Not published |
| Craftsman+ | Template | Template content and settings | 30+ partners (vendor figure) | Not published |
| Genie Playable | Your build and assets, a working format, or a brief | Hook, level, art, copy, end card; next version from the last | Eight; Moloco coming soon | $490 a month ($249 for startups) |
| Segwise converter | MP4 video | The video | AppLovin, Mintegral | Free |
| Unity Playworks templates | Video or static assets | End card content | Unity Ads (free); 25+ on Pro | Free; $15K a month Pro |
| Sett | Winning videos, references | Brief and feedback (managed) | Not published | Not published |
What trips marketing teams up?
Network QA, not building. Teams we talk to rarely get stuck on the first draft. They get stuck when AppLovin rejects the build for size or a missing click-out call, and nobody on the team knows how to fix it. Ask every vendor to show a real export passing review on the networks you buy on. Our specs hub and file size guide list what each network checks.
Plan limits. Export caps and networks-per-export limits matter more than the headline price. If you test three hooks on four networks every week, count the exports before you sign.
The reskin problem. A template with your logo can work for a first test. But players who install from a playable expect the game they played. If the ad and the game feel different, D7 retention tells you. See fake vs real playable ads.
Version two. The first playable is a demo. The job is the tenth variation, when CVR drops and LiveOps has a new event. The tool your team can iterate in is the one you'll keep using.
One brief in. A network-ready playable out, exported for Meta, AppLovin, Unity Ads, Liftoff, Google Ads, TikTok Ads, Pangle and Mintegral.
Book a demoWhich should you pick?
| If your team.. | Pick |
|---|---|
| Is one marketer testing whether playables work at all | playableadsmaker.com or the PlayableMaker free trial |
| Has a designer and wants many cheap hook tests | PlayableMaker (Starter or Pro for AppLovin and Unity) |
| Buys mostly on Mintegral | Mintegral Playturbo |
| Has a winning video and wants a quick interactive version | Segwise free converter |
| Wants a builder plus studio backup | Craftsman+ |
| Wants playables that look and play like your own game, iterated weekly, on several networks | Genie Playable |
| Prefers a managed service and has the budget | Sett, or a studio from our main comparison |
Where does Genie Playable fit?
Genie Playable fits UA and creative teams that buy on more than one network, want the playable to come from their actual game, and don't want to wait on the dev team for every change. Your team starts from the build and assets in Genie, a working format, or a brief, and makes each new version from the last. It's not the right pick if you need one cheap test on one network (a free trial or template plan will do), if you want a fully managed service, or if your main gap is creative analytics. We don't publish speed or lift numbers for Genie Playable, so judge it on a pilot with your own game.
Give your team the next version. Bring your build or a brief. Your team makes the playable, and the one after it, without a developer.
Try GenieFAQ
Sources
- 01IAB, MRAID guidelines
- 02Unity Playworks product page (vendor)
- 03Unity Playworks pricing (vendor)
- 04PlayableMaker (vendor)
- 05PlayableMaker pricing (vendor)
- 06Playable Ads Maker (vendor)
- 07Playturbo (vendor)
- 08Craftsman+ (vendor)
- 09Craftsman+ free tools (vendor)
- 10Segwise video-to-playable converter (vendor)
- 11Segwise pricing (vendor)
- 12Sett (vendor)
