The best practices that matter most for playable ads are simple: hook on the first frame, one mechanic that's really in your game, a fair fail state, a CTA only after gameplay, a file that meets each network's rules, and a plan for the next version before this one launches. Everything else builds on those six.
This checklist is split into three levels. Beginner covers what every playable needs to get approved and played. Intermediate covers how to test and read results. Advanced covers how teams keep winners alive once creative fatigue sets in.
Why do playables need their own best practices?
Because they behave differently from video. A video plays whether or not anyone engages. A playable asks for a tap, and if the first three seconds don't earn it, nothing else matters. They're also stricter technically: they run as code inside another app, so networks police file size, audio and click behavior closely.
The upside is real. Liftoff's 2025 Mobile Ad Creative Index found that in 2024 playables delivered impression-to-install rates eight times those of non-playable formats for top spenders, and 16 times for other game advertisers. Those are averages across many advertisers, not a promise, but they explain why most UA teams want playables in the mix. For when a playable beats video or an interactive end card, see playable vs video vs end card.
What does every first playable need? (Beginner)
If you're making your first playable, get these right before anything clever. The step-by-step version is in how to make a playable ad.
Creative basics
Technical basics
| Check | Why | Source |
|---|---|---|
| File under 5 MB | AppLovin, Meta and Google Ads cap at 5 MB; Unity Ads wants under 5 MB | Network docs |
| All assets inside the file | AppLovin and Unity prohibit runtime network calls; Google allows only its own hosted libraries | AppLovin, Unity, Google Ads docs |
| No store redirect on first tap | AppLovin and Unity both require interaction with gameplay before the CTA opens the store | AppLovin, Unity docs |
| Right click-through call per network | mraid.open on AppLovin and Unity, FbPlayableAd.onCTAClick on Meta, ExitApi.exit on Google | Network docs |
| Audio muted until first touch | Required by AppLovin and Google Ads; Unity asks for audio to stop when the ad isn't viewable | Network docs |
| Works in portrait and landscape | AppLovin requires both; Unity wants one responsive build and is deprecating single-orientation playables | AppLovin, Unity docs |
| No fake close buttons or fake system UI | Explicitly prohibited by Unity; a quick way to lose trust everywhere | Unity docs |
Network by network detail is in the specs hub, and if you're fighting the size cap, read playable ad file size.
Genie Playable exports optimized builds for Meta, AppLovin, Unity Ads, Liftoff, Google Ads, TikTok Ads, Pangle and Mintegral, so the per-network packaging in this table is handled without a developer. Moloco coming soon.
Try GenieHow do you test and read results? (Intermediate)
Once playables are getting approved, the job shifts from building to learning. These habits separate teams that find winners from teams that just ship playables.
| Signal | What it usually means | Next variant to try |
|---|---|---|
| Low engagement in the first seconds | The hook isn't landing | New opening frame or clearer hint |
| High engagement, few end card views | Too long or too hard | Shorter loop or easier difficulty |
| Good IPM, weak D7 | The playable promises a game you don't ship | Show more real core loop |
| Strong first week, then CPI climbs | Creative fatigue | Fresh theme or hook on the same mechanic |
For setting tests up properly, see A/B testing playable ads. For reading a live result, is my playable ad working?
How do you keep winners alive? (Advanced)
Advanced teams don't think in single playables. They think in families. A concept that wins becomes the base, and every new version is a small, deliberate change.
Here's what we hear most from UA teams. The best concept is rarely the problem. The problem is that version five needs a new hook by Thursday and the person who can build it is booked on the game roadmap, or the studio's next revision round is two weeks out. Teams that fix the iteration loop get more out of a good concept than teams that keep hunting for a new one.
Every new version starts from the last one. Change the hook, difficulty or end card and export again, without a developer or an outside studio.
Try GenieWhat's the full checklist on one page?
| Level | Checklist item |
|---|---|
| Beginner | One moment from the real game, 15 to 30 seconds |
| Beginner | Hook on frame one, visual hint for the first move |
| Beginner | One input, a fair fail state, a clean end card |
| Beginner | Under 5 MB, all assets inside the file |
| Beginner | CTA only after gameplay, correct click-through call per network |
| Beginner | Muted until first touch, works in both orientations, tested on low-end devices |
| Intermediate | Two or three variants, one change each |
| Intermediate | Benchmarked against your best video on IPM, CPI, D1 or D7 |
| Intermediate | In-playable events tracked: engagement, fail point, end card reach |
| Intermediate | Spend threshold set before launch; results logged |
| Advanced | Next two variants ready when a winner launches |
| Advanced | Refresh hooks around LiveOps events and new features |
| Advanced | Localize end cards for key markets; tune per network where volume justifies it |
| Advanced | Every playable shows gameplay players will actually get |
Where does Genie Playable fit?
Genie Playable is built for the advanced part of this checklist: making many honest variants of a playable that looks like your game, without waiting on a developer or an outside studio. It builds from your APK or HTML build plus the assets in Genie, from a format that's already working, or from a brief with Genie Agent. You iterate from the last version and export for eight networks: Meta, AppLovin, Unity Ads, Liftoff, Google Ads, TikTok Ads, Pangle and Mintegral. Moloco is 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 take a custom plan with a full one-month pilot, where the Genie team onboards you and helps build the playables you want.
Who it's not for: teams running a single playable a year, teams whose concepts depend on custom mechanics that need code, and teams that want an agency to own creative strategy end to end. Genie gives your team the tool; the creative judgment in this checklist is still yours.
Put the checklist to work. Start from your own build and make the next version from the last one. 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
- 07UK ASA, ruling on PLR Worldwide Sales Ltd
- 08Google Play Console Help, App Promotion policy
