To make a playable ad, pick one moment from your game, turn it into a 15 to 30 second interactive loop with a hook, a single mechanic, a fail or win state and an end card, then package it to each network's specs and test it against your current video. You can start from your own game build, from a playable format that's already working in the market, or from a written brief.
This guide is for UA managers, creative leads and small studio founders making their first one. It covers the three starting points, then the nine steps every playable goes through, whatever tool you use.
What is a playable ad, in one paragraph?
A playable ad is an interactive mini version of your game that runs inside another app or a social feed. The player taps, swipes or drags for a few seconds, wins or fails, then sees an end card with an install button. In-app networks run it inside an MRAID container, the IAB standard for rich media in apps. If you want the longer version, start with what is a playable ad.
Why bother? Liftoff's 2025 Mobile Ad Creative Index reported that in 2024, impression-to-install rates for playables were eight times those of non-playable formats for top spenders, and 16 times for other game advertisers. Averages hide a lot, but the direction is clear enough to justify a test.
What are the three ways to start?
Before any steps, decide what you're starting from. It shapes how close the playable feels to your game and how fast you can make new versions.
| Starting point | What you bring | Best when | Watch out for |
|---|---|---|---|
| From your build | An APK or HTML build, plus your art, characters and UI | You want the playable to look and feel like the real game | Choosing one moment; a full level is too much for 30 seconds |
| From a format that already works | A playable or ad concept that's proven, yours or a known market format | You need a fast first test or a fresh variant of a winner | Reskin sameness; the format must still be true to your game |
| From a brief | A written idea: genre, mechanic, hook, theme, audience | You have no build to share yet, or want to test a feature idea | Vague briefs produce generic playables; be specific about the first five seconds |
From your build. This is the route most likely to set honest expectations, because the player sees your actual characters and core loop. It also tends to help D7, since the people who install already know what they're getting. Our guide to making a playable from your own game covers which moment to pick.
From a format that already works. Many teams start here: a pin pull, a merge board, a tap-to-steer runner, a "choose the right item" puzzle. The format is known to perform. The risk is that it's known to everyone, so make it yours through your characters, your art style and a mechanic that is actually in the game. If your winner is a video, see turning a video ad into a playable.
From a brief. Useful for testing before the build exists, or for testing a feature before you commit dev time to it. Write the brief like a storyboard: what the player sees at second one, what they do at second three, what happens when they fail.
Genie Playable works from all three. Upload your APK or HTML build and use the assets already in Genie, start from a format that's already working, or describe it in a brief to Genie Agent. One brief in. A network-ready playable out.
Try GenieWhat are the nine steps to make a playable ad?
Whatever the starting point and tool, every playable goes through these steps. Skip one and it usually comes back as a rejection or a weak test.
1. Concept: pick one moment
Choose the single most satisfying 10 seconds of your game. Not the tutorial, not a menu. For a merge game it might be the first big merge; for a puzzle game, a near-miss solve. Check that your genre fits the format with which games work as playable ads.
2. Hook: win the first three seconds
Players decide almost immediately. Show the problem before they touch anything: a character in danger, a board one move from clearing, a timer. Add a hand or arrow hint so the first interaction is obvious.
3. Mechanic: one input, done well
Tap, swipe, drag or hold. One input that's in the real game. If the mechanic needs explaining, it's too complex for an ad.
4. Fail state: let them lose
A small, fair failure ("so close") makes players want another try, and the next try happens in your game. Decide whether a fail sends them to the end card or gives one retry.
5. End card: one clear action
Game logo, a short line, an install button. Networks are strict here: AppLovin and Unity both forbid opening the store on the first tap or without interaction, so the CTA must come after gameplay. For what goes where, see the anatomy of a playable ad.
6. Specs: package for each network
The same playable has to be packaged slightly differently per network. Key rules, checked in each network's docs on 26 Oct 2026:
| Network | Format | Size | Click-through call |
|---|---|---|---|
| AppLovin | Single HTML, assets embedded, MRAID 2.0 | 5 MB | mraid.open |
| Unity Ads | Single minified index.html, MRAID 3.0 | Under 5 MB | mraid.open(url) |
| Meta | HTML or ZIP | 5 MB | FbPlayableAd.onCTAClick |
| Google Ads | ZIP with relative paths | 5 MB, up to 512 files | ExitApi.exit or an automatic Install button |
All four restrict runtime network requests, so every image, sound and font goes inside the file. Per network detail lives in the specs hub, and size tactics in playable ad file size.
7. QA: test like a player, then like a reviewer
8. Upload: one network first
Don't launch everywhere on day one. Pick the network that drives most of your installs today and upload there. If that's AppLovin, follow running your first AppLovin campaign with a playable.
9. Test: compare against your best video
Run the playable next to your current top video in the same campaign. Judge on IPM, CPI and D1 or D7 retention, not CTR alone. Playables can pull lower CTR and still win on installs and quality. For how many variants to run, see how many playables to test, and for the setup, A/B testing playable ads.
What mistakes do first-time teams make?
| Mistake | What happens | Fix |
|---|---|---|
| Cramming a full level in | Players drop before the payoff | One moment, 15 to 30 seconds |
| Hook starts after a logo screen | Low engagement in the first seconds | Action on frame one; logo goes on the end card |
| Store opens on first tap | Rejected by AppLovin and Unity | CTA only after gameplay |
| Mechanic not in the real game | Good IPM, weak retention, policy risk | Show gameplay players will actually get |
| One version only | No way to learn what worked | Ship two or three variants that differ in one thing |
One more from experience. Teams we talk to often spend weeks on the first playable and then have nothing ready when it wins. The creative fatigues, the network wants a fresh variant, and the next version is another project. Plan version two before version one goes live: a new hook, a different difficulty, a new end card. That plan matters more than polish. Our playable ad best practices checklist covers it in order.
New versions start from the last one, so a winning playable becomes a family of variants without starting over or opening a dev ticket.
Try GenieDo you need a developer to make one?
Not for most playables. Template builders, network editors, AI tools and build-based platforms can all produce network-ready files without code. You still need a developer for custom mechanics no tool supports, for engine exports such as Unity Playworks, or for custom SDK work. The full breakdown is in can marketers make playable ads without a developer?
Where does Genie Playable fit?
Genie Playable is built for the three starting points in this guide. It builds a playable from your APK or HTML build plus the assets in Genie, from a format that's already working, or from scratch from a brief with Genie Agent. No developer is needed at any step. You iterate from the last version and export optimized builds for Meta, AppLovin, Unity Ads, Liftoff, Google Ads, TikTok Ads, Pangle and Mintegral, with Moloco coming soon.
Self-serve starts at $490 a month, or $249 a month for startups, and sign-up is free, with enough tokens to create your first two playables before you pay. Larger companies usually start with a custom plan: a full one-month pilot where the Genie team onboards you and helps build the playables you want.
Who it's not for: if you want to learn the format with zero spend, a free template trial is a fine place to start. If your concept depends on a custom mechanic or engine feature, a developer or specialist studio is the better route. And if you plan to run one playable a year, a freelancer is likely cheaper.
Make your first one. Bring a build, a working format or a brief. Your first two playables are covered on self-serve.
Try GenieFAQ
Sources
- 01AppLovin, Creative best practices and guidelines
- 02Unity, Playable asset specifications
- 03Meta for Developers, Playable ads for mobile apps
- 04Google Ads Help, About HTML5/Playable ads for App campaigns
- 05IAB Tech Lab, MRAID 3.0 release
- 06Liftoff, 2025 Mobile Ad Creative Index
- 07Liftoff press release, 2025 Mobile Ad Creative Index
