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How do you set up an in-house playable ad workflow?

Roles, tools, brief template, review loop, network QA, naming and a weekly rhythm for making playable ads in-house, with or without a developer.

Written by Yonathan Avivi, Head of Marketing, Genie Labs

Technical review by Yotam Wolf, CTO · Published Oct 26, 2026 · 9 min read

Your team.
Your rhythm. An in-house playable workflow.

An in-house playable workflow needs three roles (a UA manager who owns the data, a creative lead who owns the brief, and an artist who owns the assets), one build tool, a one-page brief, a fixed review and QA step, and a weekly rhythm that ships variants on the same day every week. With the right tool, you do not need a developer in the loop for each version. The rest is discipline: names you can read in a dashboard, and a testing cadence you keep when things get busy.

Key takeaways
Start with three roles, not a new hire. UA, creative lead and artist cover most of the loop.
Pick the build route first. Engine and framework routes need a developer for each change; some tools do not.
Use a one-page brief with one hypothesis per variant. If you can't name what changed, you can't learn from the test.
QA every build per network before upload. Rejections cost days, not minutes.
Run a weekly rhythm: read data Monday, brief Tuesday, build midweek, QA Thursday, launch Friday.
Genie Playable fits as the build tool: it builds from your game's build and assets, a working format, or a brief, and your team iterates without a developer.

Should you bring playables in-house at all?

Check this first. If you test fewer than three or four playables a month and have no creative team, an agency is usually the better deal. In-house pays off when volume is high enough that waiting on someone else's queue costs more than doing it yourself. AppAgent puts the line at about five playables a month. We break the decision down in in-house vs agency vs freelancer. This page assumes you have decided to build the loop.

Who do you need on the team?

RoleOwnsTime per week (rough)Often already on staff as
UA managerWhich playables run, budgets, reading results, calling winners and losersA few hoursUA or performance marketing
Creative leadThe brief, the hypothesis per variant, final review for brand and clarityHalf a day to a dayCreative strategist, marketing art lead, video lead
ArtistAssets, hooks, end cards, visual polish inside the toolTwo to three daysMarketing artist, motion designer
Developer (optional)Custom mechanics, engine exports, tracking eventsDepends on the routeGame team, usually busy

The developer row is the one that decides your speed. If every version needs code, the developer's calendar is your testing cadence. Teams we talk to often have the HTML5 skills in the building, but those people also ship the game, and the game wins every priority call. Plan for that, not against it.

Which tools does an in-house team need?

Four slots. Fill each one once and stop shopping.

·Build tool. The choice that sets everything else. Options range from engine exports (Unity Playworks, free for Unity Ads only, Pro listed at $15,000 a month for 25+ networks) and HTML5 frameworks like Phaser or Cocos, which need a developer, to playable tools that let a non-technical team build and iterate. See our playable ad tools comparison.
·Asset source. One shared folder or library with approved characters, UI, sounds and logos. The fastest playables reuse what the game already has.
·Preview and QA. Network previewers and testing tools (AppLovin, Unity, Meta and Google each have their own), plus real phones in iOS and Android.
·Results. Your network dashboards and MMP. Track the same columns for every playable: IPM, CTR, CVR, CPI and D7 ROAS. Our page on what to track inside a playable covers in-ad events.

One brief in, a network-ready playable out. Genie Playable 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 to Genie Agent. The next version starts from the last one. No developer needed at any step.

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What goes in a playable brief?

One page. If the brief does not fit on one page, it is two playables. Copy this template.

FieldWhat to writeExample
NameUsing your naming convention (below)MATCH_ALL_FarmRescue_v01_base
HypothesisOne sentence: what you change and what you expectA fail state at second 12 will raise CTR versus the always-win version
ParentWhich playable this is a variant of, or "new concept"MATCH_ALL_FarmRescue_v01_base
Hook (first three seconds)What the player sees before touchingFlooded farm, timer running
Core interactionThe one thing the player doesSwipe to match three, drains water
Win or failHow the moment endsNear miss, one move short
End cardMessage and CTA"Save the farm" plus store button
AssetsLinks to approved filesFolder link
NetworksWhere it will runAppLovin, Unity Ads, Meta
Success metric and stop ruleWhat you will read, and when you stopIPM and CTR vs parent after a set spend

The hypothesis line is the one teams skip, and the one that matters most. A variant that changes the hook, the difficulty and the end card at once can win, but you will not know why. One change per variant. For the structure of each part, see the anatomy of a playable ad.

How should the review loop work?

Two reviews, both short, both with a named owner.

01Creative review (creative lead). Does the hook read in three seconds with the sound off? Is the first move obvious? Does it look like our game? Is the end card clear? Fix and re-review in the same day.
02Go-live review (UA manager). Is the hypothesis clear, is the parent named, is the stop rule set? Does it match the network plan?

Keep stakeholders out of the build-time loop. A playable that waits a week for someone senior to look at it has already lost most of its value. Agree on brand guardrails once, write them down, and let the creative lead sign off against them.

How do you QA a playable for each network?

Every network has its own rules for file size, file format, how the store button is wired, and what the playable may load. A build that passes on one can be rejected on another. Run this checklist on every export:

·File size and format are inside the network's limit. Most major networks cap playables at around 5 MB; aim lower. See playable ad file size.
·Store button uses the network's required method (for example MRAID calls on many in-app networks, and network-specific calls on Meta and Google).
·No external requests. Everything is packed inside the file.
·Orientation works in both portrait and landscape, or the network setting matches the build.
·Real device test on at least one iOS and one Android phone, including a low-end Android.
·Network preview tool passes before upload.
·Sound starts muted or on interaction, per network policy.

Specs by network are in our specs hub. A rejection on a Friday launch usually means the variant goes live the following week, so QA on Thursday, not Friday morning.

How should you name playables?

So that anyone can read a dashboard row and know what it is, and so you can sort winners by concept. A format that works: GAME_NETWORK_Concept_vNN_change

·MATCH_ALL_FarmRescue_v01_base
·MATCH_ALL_FarmRescue_v02_failstate
·MATCH_APL_FarmRescue_v03_endcardB

Rules: the concept name never changes; the version number always goes up; the last part names the single change. Use ALL when the same creative ships to every network and a network code when it differs. Keep a simple log (a sheet is fine) with name, parent, hypothesis, launch date, networks and result.

How often should you test new playables?

Set the cadence by spend and fatigue, then hold it. Most teams we talk to run a mix of a small number of new concepts and a steady flow of variants of whatever is winning, because variants are cheaper to make and faster to learn from. Our guide on how many playables to test gives volume ranges by budget, and how to A/B test playable ads covers test setup and when to call a result.

What does a weekly playable rhythm look like?

DayWhat happensOwner
MondayRead last week's results. Call winners, losers and "keep running". Flag fatiguing playables.UA manager
TuesdayWrite briefs: variants of winners first, then new concepts. One hypothesis each.Creative lead with UA
WednesdayBuild. Artist and creative lead work in the tool; developer only for custom work.Artist, creative lead
ThursdayCreative review, fixes, network exports and QA on devices.Creative lead, artist
FridayGo-live review and launch, so tests gather data over the weekend.UA manager

The point of a fixed rhythm is that nobody has to ask "when is the next batch?" The answer is always Friday. When a winner fatigues midweek, its replacement is already in Tuesday's briefs. To check whether a playable is underperforming or just early, see is my playable ad working?

What usually breaks an in-house workflow?

·The developer dependency. Every change needs code, so cadence follows the game's release calendar.
·Too many changes per variant. You get winners but no learnings.
·No stop rules. Losers keep spending because nobody wants to call them.
·QA on launch day. Rejections push the whole batch a week.
·Names nobody can read. "final_v2_NEW" is not a test you can learn from in three months.

Exports per network from one source. Genie Playable exports optimized builds for Meta, AppLovin, Unity Ads, Liftoff, Google Ads, TikTok Ads, Pangle and Mintegral, with Moloco coming soon. Your Thursday QA becomes a check, not a rebuild.

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Where does Genie Playable fit?

Genie Playable is the build tool in this workflow. Your artist and creative lead build playables from your game's APK or HTML build plus the assets in Genie, from a format that's already working, or from a brief to Genie Agent, and make the next variant from the last version without a developer. Self-serve starts at $490/month, or $249/month for startups, with a free sign-up that covers your first two playables. Larger teams usually start with a custom plan: a one-month pilot where the Genie team onboards you and helps build the playables you want, which is a practical way to set up the rhythm above with support.

Who it is not for. Teams that want a fully managed service with no internal creative owner, teams that need a fully custom 3D mini-game built from scratch, and teams that test a playable once a quarter. For those, a studio or agency is the better route.

Set up the loop once, then run it every week. Try Genie on your game, or book a demo to start with a guided pilot.

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FAQ

Sources

  1. 01AppLovin, creative best practices and guidelines
  2. 02IAB, MRAID 3.0 final specification
  3. 03Unity Playworks pricing
  4. 04AppAgent, What are playable ads (Jun 2026)

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Ready to ship playables from your game?

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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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