Genie

Your first playable for your first AppLovin campaign

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.

Yonathan Avivi
Yonathan Avivi, Head of Marketing, Genie Labs Technical review by Yotam Wolf, CTO·Published ·Updated ·7 min read

For a first AppLovin campaign, a small studio needs a clear budget, a creative set with both videos and playables, and one playable that shows a single true moment from the game. Since June 2026, AppLovin Ads is open to every advertiser without a referral. Practitioners suggest planning around $500 to $750 a day for a D7 cost per acquisition near $50, giving each creative three to seven days to learn, and having the next playable ready by week two. Your first playable doesn't need to be perfect. It needs to pass AppLovin's specs, load fast, and be easy to change.

Key takeaways
  • AppLovin Ads opened to all advertisers in June 2026. Gaming, e-commerce, subscriptions and lead generation can all run there.
  • Plan budget from your target cost per acquisition. Rocketship HQ puts a realistic test at about $500 to $750 a day for a $50 D7 CPA.
  • Start with a small mix: a few videos, one or two playables, an end card. A creative set holds up to ten of each.
  • Give each creative three to seven days before judging it, and don't pause by hand too early.
  • Genie Playable builds your first AppLovin playable from your own game and makes the second one from the first.
Short on time?Analyze this article and get the key conclusions

Do I need playables for my first AppLovin campaign?

You can launch with video only, but playables are a core format on AppLovin. The network carries the largest share of playable traffic, around 59% according to AppAgent's analysis of Apptica data, and leading games run 30 to 35 new creatives a week there, 10 to 15 of them playables (M&C Saatchi Performance).

A founder we spoke with put the pressure plainly: he was starting on AppLovin, needed his first playables within a week, and would run an agency tender if nobody could give him a date.

What should I prepare before launching?

ItemWhy it matters
AppLovin Ads account and billingSelf-serve since June 2026, no referral needed
MMP set up (Adjust, AppsFlyer or similar)You need install and revenue data to optimize for ROAS
Store listing and brand assetsIcon, screenshots and logo feed the ads and end cards
A target: CPA or D7 ROASAppLovin optimizes to the goal you set. Hybrid games often start with D7; purchase-heavy games look at D28
A budget that matches the targetToo little spend and the campaign never leaves the learning phase
A first creative setVideos, at least one playable, and an end card

How much budget do I need?

AppLovin's own minimum is low, but a campaign needs enough spend to learn. Rocketship HQ's guidance ties budget to your target: about $500 to $750 a day for a D7 cost per acquisition around $50, scaling up sharply for higher-value targets. Plan the first two weeks as a test, not a launch. The honest read: if the budget can't support that, run fewer creatives rather than spreading spend thin.

How do I build my first AppLovin playable?

1. Pick one moment

Choose the moment from your game a stranger understands in three seconds and enjoys in five taps. Not the whole game. One board, one battle turn, one upgrade. See which games work as playable ads.

2. Script it in 30 to 60 seconds

Hook (a short lead-in), a tutorial hint, a few interactions, a win or near-miss, and an end card with your store button.

3. Build to AppLovin's specs from day one

One HTML file, 5 MB at most with every asset embedded, MRAID 2.0, mraid.open() for the click, both orientations, muted until the first tap, and no redirect on that first tap. Full checklist in AppLovin playable ad requirements.

4. Add analytics events

AppLovin's playable analytics API lets you track events like DISPLAYED, CHALLENGE_STARTED, CHALLENGE_SOLVED, ENDCARD_SHOWN and CTA_CLICKED. Add them now; you'll need them for version two. See what to track inside a playable ad.

5. Test before upload

Run it through AppLovin's Playable Preview web tool, then on a real phone through the Playable Preview app.

6. Plan version two before launch

Write down the one thing you'll change first if it underperforms. Usually the hook.

First playable this week, second one next week.Genie Playable builds AppLovin-ready playables from your game's real assets, and your team makes the next version from the last one. No agency tender.
Book a demo

What creative mix should I start with?

Start small and grow. A creative set on AppLovin can hold up to ten videos, ten playables and ten end cards. For a first campaign, a practical starting point:

  • Two to four short vertical videos (up to 60 seconds, 9:16).
  • One or two playables built on the same hook as your best video.
  • One end card.

Pair playables with video. Rocketship HQ recommends five to seven new creatives a week once you're running, with two to three live concepts at a time.

What happens in the first two weeks?

WhenWhat to do
Days 1 to 3Let Axon learn. Check that impressions and installs are coming in. Don't pause anything by hand
Days 3 to 7Most creatives finish learning. Look at IPM and early ROAS per creative, and your playable's in-ad events
Week 2Ship version two of your best playable with one change. Replace the weakest video
Weeks 3 and afterSettle into a cadence: refresh winners every two to three weeks, add new concepts in small batches

What mistakes do small studios make on AppLovin?

  • Launching one creative and waiting. Axon needs options to choose from.
  • Judging on CPI after two days. Wait for the learning phase and look at ROAS.
  • A playable that fails in the SDK. It worked in the browser, but MRAID wasn't ready. Test in Playable Preview.
  • No plan for version two. Playables fatigue in one to two weeks. The second version should be ready before you need it. See how to iterate a winning playable.
  • Showing a mechanic that isn't your game. Cheap installs, players who leave, and a policy risk.

Where does Genie fit?

Genie Playable is built for exactly this moment: a studio that needs its first playables now, without a dev queue or an agency. It builds from your game (your APK or HTML build plus the assets, narrative and live events in Genie), from a format that's already working, or from a brief.

Every playable is packaged to AppLovin's specs, and to nine other networks when you expand. When the first one fatigues, your team makes the next version from the last one. Try it free on your game.

FAQ

Can anyone advertise on AppLovin now?+

Yes. In June 2026 AppLovin opened AppLovin Ads to all advertisers without a referral, covering gaming, e-commerce, subscriptions and lead generation.

How much should I spend on my first AppLovin campaign?+

Plan from your target. Rocketship HQ suggests about $500 to $750 a day for a D7 cost per acquisition around $50. Lower budgets can work with fewer creatives.

How many creatives do I need to start?+

A few videos, one or two playables and an end card is enough to start. Leading games run 30 to 35 new creatives a week once they scale.

How long is the learning phase on AppLovin?+

Practitioners report three to seven days per creative, longer when optimizing for D28 goals.

Do I need a developer to make my first AppLovin playable?+

For a hand-built playable, usually yes. Tools that build from your game's build and assets let a UA or marketing lead direct it, with a technical check before upload.

Sources

  1. AppLovin, AppLovin Ads now open
  2. AppLovin creative specs and guidelines
  3. AppLovin playable analytics integration
  4. RocketshipHQ, testing creatives on AppLovin
  5. Segwise, setting up AppLovin Axon ads
  6. M&C Saatchi Performance, AppLovin creative best practice
  7. AppAgent, State of Playable Ads 2025

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