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

Which playable ad tools can a UA or creative team run without a developer? Eight options compared on skill needed, networks and price.

Written by Yonathan Avivi, Head of Marketing, Genie Labs

Technical review by Yotam Wolf, CTO · Published Oct 26, 2026 · 10 min read

no developer.tools marketers
can run.

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 We've tried to be fair; tell us if something is out of date.

Key takeaways
"No developer" means different things. Swapping art in a template is easy everywhere. Changing the mechanic, the level or the hook usually isn't.
Template builders are the cheapest self-serve route: $29.99 a month (playableadsmaker.com) or €59 a month (PlayableMaker) to start.
Check network coverage per plan. On PlayableMaker, AppLovin and Unity start on the €159 Starter plan.
Unity Playworks' plugin needs a Unity developer; its templates (for end cards) don't.
The real bottleneck for marketers is network QA: file size, MRAID and click-out. Pick a tool that handles it per network.
Genie Playable lets a UA or creative team build from the game's own build and assets, iterate from the last version, and export to eight networks, without a developer.

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:

01Start a playable (from a template, a video, a store link, your game or a brief).
02Change the hook, the first five seconds, the difficulty and the end card.
03Swap art, copy and language for a new test or a LiveOps event.
04Preview on a device.
05Export a build per network that passes review.
06Make version two when version one fatigues.

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

·Sources: each vendor's product and pricing pages, read on 26 Oct 2026. Vendor claims are labeled.
·Criteria: what a marketer can change alone, starting input, networks, price, and how close the output stays to your game.
·Left out: pure studios (Playable Factory, Game-Ace). You don't need a developer in-house, but you also don't run the tool. They're covered in our main comparison.

Which tools can a marketing team run alone?

PlayableMaker

·Best for: UA teams with a designer who want many cheap template variations.
·What it is: a browser editor with 300+ templates (pricing page figure), a video editor for video-to-playable, translations, AI assets and "Vibe Code" iterations on higher plans. It says it is built for marketers, game developers and UA teams.
·Pros: no developer needed for template work; fast first build; 13 networks listed.
·Cons: AppLovin, Unity and Moloco start on Starter; exports and networks per export are capped on lower plans; the mechanic comes from the template, not your game.
·Pricing: free 30-day trial with two exports. Essential €59 a month, Starter €159, Pro €599, Enterprise custom.

playableadsmaker.com (Playable Ads Maker)

·Best for: solo marketers and small agencies who need the lowest paid entry point.
·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 with an end card.
·Pros: start without an account; 13 networks; 17 languages with a separate file per language; review links and comments on paid plans.
·Cons: building from scratch requires the Agency plan; free exports carry branding; video and static editors aren't live yet.
·Pricing: two free exports in your first 14 days. Solo $29.99, Studio $99.99, Agency $349.99 a month.

Mintegral Playturbo

·Best for: marketing teams buying heavily on Mintegral who also want video tools and consulting.
·What it is: a self-service platform from Mobvista (Mintegral's parent) for playables, video ads, interactive video and end cards, with Mindworks creative support.
·Pros: 300+ templates (vendor figure); AI dubbing and localization in 100+ languages; bulk production; exports to Mintegral, Google, Facebook, TikTok, Unity Ads, AppLovin and others.
·Cons: template-led; pricing not on the site.
·Pricing: not published. Free consultation offered.

Craftsman+ (platform)

·Best for: teams that want a self-serve builder with a managed studio behind it.
·What it is: a platform for MRAID and HTML5 builds on its own game engine, with pre-click tracking and export to networks without custom code.
·Pros: 200+ templates and 30+ export partners (vendor figures); free browser tools for file size, MRAID validation, network specs and previews that run client-side.
·Cons: template-led; the 15-minute brief-to-build figure isn't explained; pricing not published.
·Pricing: not published. Demo-led.

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 Genie

Genie Playable

·Best for: UA and creative teams that want on-brand playables from their own game, and new versions on their own schedule.
·What it is: playable production inside 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.
·Pros: no developer at any step; output uses your game's art and mechanics, not a reskin; optimized builds for Meta, AppLovin, Unity Ads, Liftoff, Google Ads, TikTok Ads, Pangle and Mintegral, with Moloco coming soon.
·Cons: costs more than entry template plans; no published speed or performance numbers; you still need someone who can judge a concept.
·Pricing: self-serve from $490 a month, or $249 a month for startups, with a free sign-up that covers your first two playables. Custom plan with a full one-month pilot where our team onboards you.

Segwise (free video-to-playable converter)

·Best for: teams with a winning video who want a quick interactive version on AppLovin or Mintegral.
·What it is: a free tool that wraps an MP4 into an HTML video playable. Segwise's paid product is creative analytics with generation.
·Pros: free, with no stated usage limits; no developer needed.
·Cons: interactive video, not gameplay; AppLovin and Mintegral only today, with Facebook, Google and Unity listed as coming soon.
·Pricing: converter free. Platform from $499 a month (Growth) with a seven-day free trial.

Unity Playworks (templates)

·Best for: marketers who need interactive end cards for Unity Ads.
·What it is: Playworks has two routes. The Unity Editor plugin builds playables from your Unity project and needs a developer. Video templates make end cards from videos or static assets with no coding.
·Pros: free tier with unlimited exports; close to Unity's specs.
·Cons: full playables need the plugin and a developer; free tier exports to Unity Ads only.
·Pricing: Lite free (Unity Ads only). Pro $15K a month for over 25 networks.

Sett

·Best for: large studios that want a managed, agent-led creative operation.
·What it is: a creative performance AI platform whose agents create and test video and playable concepts, including video-to-playable.
·Pros: no developer needed on your side; case studies with Bagelcode, Tactile and Papaya.
·Cons: demo-only; you don't run the tool yourself in the same way; networks and pricing not published.
·Pricing: not published.

How do they compare?

ToolStarting inputWhat a marketer can change aloneNetworksEntry price
PlayableMakerTemplate, video, AIArt, copy, language, template settings13 listed; AppLovin and Unity from StarterFree trial; €59 a month
playableadsmaker.comTemplate or store linkArt, audio, copy, language13Two free exports; $29.99 a month
Mintegral PlayturboTemplate, your assetsArt, copy, language, dubbingMintegral plus major networksNot published
Craftsman+TemplateTemplate content and settings30+ partners (vendor figure)Not published
Genie PlayableYour build and assets, a working format, or a briefHook, level, art, copy, end card; next version from the lastEight; Moloco coming soon$490 a month ($249 for startups)
Segwise converterMP4 videoThe videoAppLovin, MintegralFree
Unity Playworks templatesVideo or static assetsEnd card contentUnity Ads (free); 25+ on ProFree; $15K a month Pro
SettWinning videos, referencesBrief and feedback (managed)Not publishedNot 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 demo

Which should you pick?

If your team..Pick
Is one marketer testing whether playables work at allplayableadsmaker.com or the PlayableMaker free trial
Has a designer and wants many cheap hook testsPlayableMaker (Starter or Pro for AppLovin and Unity)
Buys mostly on MintegralMintegral Playturbo
Has a winning video and wants a quick interactive versionSegwise free converter
Wants a builder plus studio backupCraftsman+
Wants playables that look and play like your own game, iterated weekly, on several networksGenie Playable
Prefers a managed service and has the budgetSett, 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 Genie

FAQ

Sources

  1. 01IAB, MRAID guidelines
  2. 02Unity Playworks product page (vendor)
  3. 03Unity Playworks pricing (vendor)
  4. 04PlayableMaker (vendor)
  5. 05PlayableMaker pricing (vendor)
  6. 06Playable Ads Maker (vendor)
  7. 07Playturbo (vendor)
  8. 08Craftsman+ (vendor)
  9. 09Craftsman+ free tools (vendor)
  10. 10Segwise video-to-playable converter (vendor)
  11. 11Segwise pricing (vendor)
  12. 12Sett (vendor)

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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
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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
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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
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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

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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
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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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Ready to ship playables from your game?