Everything we know about playable ads: what they are, the specs for every network, how to test and iterate them, and what they cost.
Higgsfield builds a game from a prompt and exports it as an ad on Enterprise. Genie builds from your own game, self-serve. Inputs, networks, pricing and who should pick which.
Nine tools compared on the full loop from a read to the next live version: how each makes version two, in-ad analytics, export and cost. Plus a weekly loop.
Nine playable ad tools compared on network coverage, who does the export and cost, plus the checklist for what multi-network export has to include.
Three ways to start a playable ad, then the nine steps from concept and hook to specs, QA, upload and your first test. Written for UA teams.
The metrics that matter for playable ads, what to compare them against, how long to wait, and when to cut, iterate or scale. A method for UA teams.
Test design for playable ads: what to vary, sample size in plain language, testing setups on AppLovin, Meta, Google, Unity and TikTok, naming and mistakes.
AppLovin, Unity, Meta, Google, TikTok, Pangle, Liftoff, Mintegral and Moloco compared for playables, with specs and a choice framework by genre and budget.
A playable ad checklist in three levels: beginner basics, intermediate testing habits and advanced iteration.
Playworks, Playturbo, PlayableMaker, Playable Factory, Craftsman+, Segwise, Sett and Genie Playable compared: how each works, who it fits, what it costs.
Three ways to start a playable ad, then the nine steps from concept and hook to specs, QA, upload and your first test. Written for UA teams.
A playable ad checklist in three levels: beginner basics, intermediate testing habits and advanced iteration.
Yes, for most playables. What marketers can build alone today, where a developer is still needed, and the trade-offs of each tool type.
A playable ad is an interactive ad that lets people try a slice of a mobile game before installing. How it works, where it runs, and 2026 stats.
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.
A starter guide for small studios: budget, creative mix, how to build and test your first AppLovin playable, and what to do in the first two weeks.
The five parts of a playable ad, what each one has to do, how long it should take, and what the data says about lead-in video, tutorials, win vs fail and end cards.
Plain definitions of MRAID, end card, IPM, D7 ROAS, creative fatigue, reskin, misleading ads and more, written for mobile game UA and creative teams.
AppLovin, Unity, Meta, Google, TikTok, Pangle, Liftoff, Mintegral and Moloco compared for playables, with specs and a choice framework by genre and budget.
Unity Ads playable requirements: single HTML under 5 MB, MRAID 3.0, mraid.open, no network requests. QA checklist and rejection fixes.
Mintegral playable rules: 5 MB ZIP, matching file names, window.install, gameReady and gameEnd, free rotation. QA checklist.
Liftoff playable rules from its own docs: 5 MB HTML or ZIP, mraid.open or window.Liftoff.open, Vungle download events, what to ask your rep.
File size, format, MRAID and click-out call for AppLovin, Unity, Meta, Google, TikTok, Pangle, Mintegral, Liftoff and Moloco.
AppLovin's 2026 playable rules: 5 MB single HTML, MRAID 2.0, mraid.open. Plus how to test with Playable Preview and fix common rejections.
Meta's 2026 playable ad rules for Facebook, Instagram and Audience Network: 5 MB HTML or ZIP, no mraid.js, FbPlayableAd.onCTAClick, placements and testing.
Google's 2026 rules for HTML5 playables in App campaigns and AdMob inventory: 5 MB ZIP, ExitApi.exit, orientation meta tag, allowed libraries and validation.
TikTok's 2026 playable rules: ZIP under 5 MB with index.html and config.json, the TikTok Playable SDK, window.openAppStore, orientation and testing.
Where playable ad file size really goes (base64, video, fonts, engine code) and how to get under 5 MB, with 2 to 3 MB as the practical target.
The metrics that matter for playable ads, what to compare them against, how long to wait, and when to cut, iterate or scale. A method for UA teams.
Test design for playable ads: what to vary, sample size in plain language, testing setups on AppLovin, Meta, Google, Unity and TikTok, naming and mistakes.
Playable ad statistics for 2026, each with source, year and link: adoption, performance vs video, engagement, networks, production and market.
Roles, tools, brief template, review loop, network QA, naming and a weekly rhythm for making playable ads in-house, with or without a developer.
How long playables last, what to change first when performance drops, and the 70/30 split top studios use between variations and new concepts.
The in-playable events UA teams should track, what AppLovin, Mintegral and Unity allow, and how in-ad events connect to campaign metrics like IPM and D7 ROAS.
How many new playables to ship a month by budget and stage, the 70/30 split between variations and new concepts, and how much data each test needs.
When to run a video ad, an interactive end card or a full playable in mobile game UA, what each costs to make, and how the three work together.
What video-to-playable tools actually produce, which videos convert well into playables, where the approach breaks, and how to go from a winning video to a real playable.
What regulators and app stores now say about misleading mobile game ads, the Playrix and Evony rulings, and why real gameplay is the safer bet.
The four types of AI playable ad generators, how to evaluate one on your own game, the risks, and what Segwise, Sett, Craftsman+ and others offer.
Which playable ad tools can a UA or creative team run without a developer? Eight options compared on skill needed, networks and price.
Free plans and trials from Unity Playworks, PlayableMaker, playableadsmaker.com, Segwise, Craftsman+ and Genie Playable: exports, networks and limits.
Who should make your playables? Cost per playable and per variant, speed, control and QA compared, with a cost model you can fill in.
What Sett does well, who should stay, and six alternatives for teams that want to run playable production themselves. Pricing.
Segwise pairs creative analytics with managed playable generation. Here's who should stay, and six alternatives if you want to build yourself.
PlayableMaker is a low-cost template editor. If templates don't fit your game or tier caps limit you, here are six alternatives.
Craftsman+ pairs a playable platform with a full creative studio. Who should stay, and six alternatives for game teams.
Nine playable ad tools compared on network coverage, who does the export and cost, plus the checklist for what multi-network export has to include.
Nine tools compared on the full loop from a read to the next live version: how each makes version two, in-ad analytics, export and cost. Plus a weekly loop.
Higgsfield builds a game from a prompt and exports it as an ad on Enterprise. Genie builds from your own game, self-serve. Inputs, networks, pricing and who should pick which.
What Genie Playable is, how it builds playable ads from your game without a developer, which networks it exports to, pricing, and how it compares.
Playable ad costs in 2026 from studios, freelancers, in-house teams and tools, with dated price points and the cost most teams miss: variants.
Playworks, Playturbo, PlayableMaker, Playable Factory, Craftsman+, Segwise, Sett and Genie Playable compared: how each works, who it fits, what it costs.
What Unity Playworks and Playable Factory do well, why teams look elsewhere, and seven alternatives with pricing.
Puzzle, casino, bingo, merge, RPG, 4X, racing and narrative games: what to show in a playable ad, what fails, and how to borrow mechanics honestly.
What to show in social casino and bingo playables, the ad policies of Meta, Google, AppLovin and Unity, the ASA's rules on "big win" visuals, and how to keep the brand consistent.
Book a demo and see Genie Playable on your own game.
Everything we know about playable ads: what they are, the specs for every network, how to test and iterate them, and what they cost.
Book a demo and see Genie Playable on your own game.