The playable ads maker: video, games & end cards.

Build HTML5 playable ads from a video or images, and interactive end cards, for Unity, Google, Meta, TikTok, IronSource, AppLovin and 7 more ad networks. No code.

  • Free to use. No account, no card
  • Unlimited shareable previews
  • 2 free exports in your first 14 days
Launch editorPricingDocs
  • No contract. Cancel anytime
  • HTML5 accepted on 13 ad networks
  • No code to write or debug
  • One export, a ready-to-upload file for every network you pick

Supported ad networks

Exports for these ad networks

Google Ads
Meta (Facebook)
TikTok
Unity Ads
IronSource
Mintegral
AppLovin
Vungle
Chartboost
InMobi
Liftoff
Moloco
Pangle

Template library

Start from 199 ready-made templates

128 mini-games, 27 industry and crate-opening playables, 4 video playables and 40 interactive end cards. Each one comes with its art, audio and animations, laid out for portrait and landscape. Swap in your assets and export.

  • Travel - Pick Your Escape playable ad template
    Travel

    Travel - Pick Your Escape

    Swipe destination cards onto Save or Skip - the trips you keep pick your escape, shown with your shortlist and a boarding pass.

  • Beauty – Book Your Chair playable ad template
    Beauty

    Beauty – Book Your Chair

    Drag the before/after slider across a face and pick a look - the End Card shows your look with the before beside it, ready to book.

  • Automotive – Endless Drive playable ad template
    Automotive

    Automotive – Endless Drive

    Build an EV: tap a paint and the car repaints, tap a trim and the price moves; the End Card shows your car in your paint with its spec, price and a refundable deposit.

  • Portrait & landscape
  • Your art, audio and copy
  • Exports to 13 networks
  • New templates weekly

One platform

Static, video and playable ads from one place

The playable maker is live today. Static and video editors are being built on the same engine, which we wrote ourselves for one job: getting a creative through ad-network review unchanged. What you approve is what ships, on all 13 networks.

Live today

Playable Ad Maker

The interactive editor you are in right now.

Scenes, game templates and end cards, exported as a network-ready HTML5 bundle. The other two editors are being built on the same engine.

Exports to all 13 networks

  • Google Ads
  • Meta (Facebook)
  • TikTok
  • Unity Ads
  • IronSource
  • Mintegral
  • AppLovin
  • Vungle
  • Chartboost
  • InMobi
  • Liftoff
  • Moloco
  • Pangle
In development

Static Creative Maker

One layout, every size your campaign needs.

  • Fill the placements you skip today
  • Resize once, ship the whole set
  • On spec by default, so fewer rejections
In design

Video Ad Editor

One cut, ready for every placement.

  • Feed, story and in-stream from one edit
  • Reframe without re-shooting
  • Test more hooks, faster

Read the per-network specs and practices we publish (one guide for each of the 13 networks).

The engine

One engine behind the editor and the file you upload

With most creative tools the ad you upload is not quite the one you approved. Here, what you approve on the canvas is what the network receives. We built the engine ourselves, around the rules ad networks enforce, instead of adapting a tool made for websites.

Everything it handles

One runtime for the whole creative

Video backgrounds and mid-roll breaks, particle systems with real physics, sprite animation, parallax, shapes, timers, scrolling text, per-character text animation and 65 playable game mechanics, all run by the same engine.

  • No preview-only effects that vanish in the exported file
  • Portrait and landscape from one project, 17 languages from one build
  • Interactions, scene flow and end cards without a line of code

Performance

Built for the phone, not the preview

An ad gets a few seconds inside someone else's app, on a mid-range Android over a mobile connection. That is what it was tuned for, not a desktop canvas.

  • Effects hold 60fps on mid-range devices
  • Assets compressed to each network's own size requirement
  • Everything travels inside the package. Nothing is fetched mid-play

Accuracy

Exact on the canvas, exact on the network

A shadow, a font fallback, a tween that starts a frame late: the details that usually drift between a preview and a finished ad stay where you put them, on every network you pick.

  • Every network gets the package format it requires
  • Each one's own delivery rules applied for you
  • Problems caught before you download, not at review

Nothing to install, no developer to brief. See what export produces →

Workflow

From asset to upload in three steps

  1. 01

    Upload your asset

    Start from gameplay video or a static key visual. Set portrait or landscape for your target placements.

  2. 02

    Design interactions

    Add buttons, video breaks, animation and an end screen. Press Play to try every tap before you export.

  3. 03

    Export per network

    Download compliant HTML5 packages sized for Google, Meta, Unity, TikTok, IronSource, AppLovin, and more.

Video tutorials

Watch a playable ad built, start to finish

Narrated walkthroughs of each editor, from picking a template to the file you upload. Every video has chapters and a full transcript.

3:52:24
Full course

The Master Class: every lesson in one video

3.9 hours · 13 parts · 60 lessons

Why teams use it

What UA teams use our playable ads maker for

Video & image playables

Build full HTML5 playables from a video or from images, as well as interactive end cards.

Open editor

Network-ready export

A single HTML file or a ZIP, whichever each network asks for, with compression tuned for its upload limit. Fewer rejections at submission.

Specs by network

Team collaboration

Invite teammates, send clients a review link to play and comment on, and keep a version history for each project.

See team plans

Built for teams

Review creatives where you build them

Invite your team, send work to clients and collect their comments, all in the tool you build and export with.

Client Review Links

Send clients a private link to the live interactive ad. They play it, leave comments and mark feedback resolved, with no account or login.

Version History

Every saved project keeps restore points on any paid plan. Go back to an earlier one in one click, so trying an idea never costs you the last good version.

Comments

Reviewers and teammates leave threaded comments on the project itself and mark each one resolved when it is done.

See Who's Online

Colored avatars show who has the project open right now, so two people don't overwrite each other's work.

Public Share Links

Export a Web Preview and get a public link. Anyone can play the ad in their browser, with no install and no login.

Team seats on every paid plan

Solo: 1 extra seat · Studio: 5 · Agency: 10 · $9.99/seat/month

View plans →

Built for mobile UA

Who ships creatives with Playable Ads Maker

Solo developers, UA managers and agency teams use it to turn a video or a set of images into a compliant HTML5 playable without an engineer.

For UA managers

Test more creatives without a dev queue

Build each variant yourself and export it straight to Google, Meta or Unity Ads. Running 5–10 tests a week no longer depends on an engineer's queue.

  • ✓Export for several networks at once
  • ✓Particle effects and game mechanics included
  • ✓Swap art or copy and re-export

For creative directors

Design it and ship it yourself

Build end cards and video playables for several clients in one tool, and set every frame, button and animation yourself.

  • ✓Frame-accurate timeline editor
  • ✓The same result in every network's export
  • ✓No outside studio to wait on

For indie developers

Make your own ads without hiring a studio

Get from concept to a compliant, network-ready HTML5 file without a build pipeline, a web developer, or an ad agency.

  • ✓159 playable templates included
  • ✓MRAID-ready on export
  • ✓No code, no toolchain

Why playables work

Interactivity outperforms static creative

In case studies and benchmarks the networks have published, interactive formats beat static and video-only creative on the metrics UA teams track.

+50%
D7 ROAS
Video + interactive end card vs. video alone (Unity Ads case study)
−15%
Cost per purchase
Interactive end card vs. static end card, same video creative (Unity Ads)
−9%
Cost per payer
Interactive end card vs. static end card (Unity Ads)
1.9% vs 1.1%
Video vs. static CTR
Meta platform benchmark. Interactive and video formats beat static

Figures are from publicly reported network case studies and platform benchmarks, not guarantees from this tool. Actual lift varies by game genre, creative quality, and audience.

Deep Link

A playable earns something no other format does: the player tells you exactly what they want. Then the tap throws it away and drops them on a generic store page, and they have to find it all over again. Deep Link carries every choice into the click-through URL, so the destination opens on the thing they just built.

  • Choices become URL parameters: Colour, tier, level or a whole basket, mapped in the export panel with a live preview of the exact link.
  • One field, website or tracking link: Paste a product page and parameters append to it. Paste an AppsFlyer, Adjust, Branch, Singular or Kochava link and the choice reaches the app after install. The provider is detected for you.
  • Fewer steps to purchase: The landing page opens pre-configured, so intent built inside the ad survives the tap instead of resetting.
  • No external calls: Everything resolves inside the creative, so it stays compliant with ad-network review.

Included on every plan. Read the guide →

Inside the ad → the click

Player taps

Midnight Blue · M Sport

Recorded

color = midnight-blue · trim = m-sport

CTA opens

yourbrand.com/build?color=midnight-blue&trim=m-sport

Non-gaming apps

Commerce, travel, finance: the tap should open what they chose

A non-gaming playable is usually a chooser. People pick a plan, a product, a route, a property or a card tier, so by the time they tap Install you know what they want. Send them to a generic homepage and they have to make the same choices again on a slower screen. Deep Link carries the selection through, so the destination opens on it.

Retail & e-commerce

They pick: Colour, size, bundle

The tap opens

shop.com/p/air-max?colour=blue&size=9

Grocery & food delivery

They pick: A basket, or tonight's dish

The tap opens

app.com/cart?items=112,349,507

Travel

They pick: Destination and dates

The tap opens

book.com/search?to=lisbon&nights=4

Fintech

They pick: Card tier, cashback category

The tap opens

bank.com/apply?plan=metal&reward=fuel

Real estate

They pick: Budget, bedrooms, area

The tap opens

homes.com/list?beds=2&max=450k

Telecom & subscriptions

They pick: Data plan, add-ons

The tap opens

carrier.com/checkout?plan=50gb

Fewer steps between intent and purchase: The landing page arrives pre-configured. Every screen you remove between the tap and the checkout is a screen nobody drops off on.
The choice survives the install: For an app, your tracking link carries it through the store, so a first-time user opens on what they picked in the ad, not a cold home screen.
Works for a website or an app: One destination field takes either: a product URL, or an AppsFlyer, Adjust, Branch, Singular or Kochava link. Same setup either way.
Nothing leaves the creative: Choices resolve inside the ad and travel on the click URL. No external calls, so it stays within ad-network review rules.

Every vertical above ships as a prebuilt playable you can re-skin and export today. Browse the templates → · How Deep Link works →

3D product ads

Let someone turn the product over before they tap

A product photo answers one question from one angle. Hand someone the actual object instead (the same model your product page already uses) and they can turn it, look at the back, try it in another finish. That is a considered decision made inside the ad, and the end card knows which one they made.

The real model

Your .glb, running in the ad

Drop in the file the product or web team already has. It is rendered live inside the creative, so every angle is available, not just the four your photographer shot.

  • No render farm, no turntable video to commission
  • Update the model and re-export the ad. That is the whole loop
  • Same file for portrait and landscape

How it moves

Turns the way people expect

Drag in any direction and it follows, with the weight and slowdown of something real. Let go and it keeps its momentum, then eases back into a slow idle spin on its own.

  • Full orbit, not a horizontal-only turntable
  • Pinch or drag to look closer, framed so it never clips
  • Idle motion invites the first touch without a prompt

What it carries

The finish they chose travels with them

Swatches recolour the material on the model itself. Whatever they settle on is what the end card shows, and it rides the tap through to the destination.

  • End card adapts to their choice, not a generic hero shot
  • Selection lands on your click-through URL for attribution
  • Reads as one product, not a gallery of variants

The part everyone asks about

3D that still passes review

Networks cap how large a playable may be, and 3D is where that budget usually goes wrong, quietly, until an upload is rejected. So the model is measured the moment you pick it, against the real ceiling rather than a rule of thumb.

Measured before it is accepted: Triangles, materials, textures and file size are read straight out of the file as you import it.
Told which network would refuse it: Not just “too big”, but which networks would turn the export away, and by how much.
Warned, never blocked: It still imports and still renders. You decide whether to swap the model or trim it first.

The model travels inside the ad like every other asset, so nothing is fetched while it is playing. Every network reviews against that rule.

Part of the same family as the Quiz and Configurator modules: pick a product, answer a few questions, build a spec. See how they work →

Case studies

What the networks have reported

Google Ads

Install rate more than doubled

A 60-day Google Ads test pitted a playable variant against baseline video ads for a hyper-casual game. The playable drove a 4.8% install rate vs. 2.1% for video-only, while iterative creative optimization cut CPI by 32%.

AppLovin

Higher retention, lower CPI

Across AppLovin's reported case studies, users acquired through playable ads showed 30–50% higher Day-7 retention and 25–45% lower CPI than users from video ads on the same campaign.

Meta

ROAS up, purchases tripled

One mobile game studio's Meta case study found that switching to playable ads lifted ROAS by 50% and tripled in-app purchases compared to a prior video-only campaign.

Case studies are publicly reported by the networks named and reflect specific campaigns. Results vary by genre, creative quality, and audience.

Network compliance snapshot

Quick reference for common upload constraints. Always verify with the latest network documentation.

NetworkFormatOrientationTypical target
Google AdsHTML5 playablePortrait + landscape~2MB optimal
MetaPlayable packagePortrait-firstFast-load bundle
Unity AdsPlayable formatBoth orientationsCompressed HTML
TikTokInteractive creativePortrait-firstMobile-lightweight

Localization

17 languages from one project

Add translations in the editor and export a separate ad file for each language in one go. Every network format supports per-language output, and each export still counts as a single build.

  • Translation editor: Edit the text for each language in the editor and see it on the canvas.
  • Per-language file export: Export one file per locale or bundle all languages together.
  • CSV import/export: Export your text to CSV, translate it anywhere, and import it back.
  • All ad networks: Unity, Meta, TikTok, Google Ads and the rest: every language exports to every network.
Supported languages
French
German
Spanish
Italian
Portuguese
Japanese
Korean
Chinese
Arabic
Russian
Dutch
Turkish
Polish
Swedish
Indonesian
Thai
Vietnamese
13
Ad networks supported
17
Export languages built in
159
Playable templates ready to use
0
Lines of code required

Frequently asked questions

Do I need coding knowledge to create playable ads?

No. Scenes, taps, animation and export are all set up in a visual editor. You never write or edit code.

Can I create playables from both video and images?

Yes. Start from a gameplay video or from still images. Either way the result is an HTML5 playable ad.

What's the difference between a playable ad and an interactive end card?

A playable ad is a short interactive ad, from a single tap-to-play moment to several branching scenes, shown before the install prompt. An interactive end card is one screen with a call to action, usually shown after a video ad. Build playables in the image editor and end cards in the end card editor.

Which ad networks are supported?

13 networks, including Unity, Google Ads, Meta, TikTok, IronSource and AppLovin. Each one has a spec page under Ad networks.

What's the maximum file size for a playable ad?

It varies by network. Each one sets its own limit, and the export applies that network's requirement for you. The export modal shows a live size estimate against the networks you have picked, and the built-in compression tool brings oversized creatives back under. Smaller is still better: an ad that loads quickly is more likely to be played.

Can I preview my playable before exporting it?

Yes. Press Play to run animations, particle effects, breaks and scene transitions on the canvas. To test the exported file itself, turn on Web Preview in the export window before you download.

Can I build playables with several scenes and branches?

Yes, in the image editor. Add and link scenes with Go-to-Scene actions, animate the transition between them, and trigger actions from tap, hold, or double-tap events.

What subscription plans are available?

A free tier plus three paid plans: Solo ($29.99/month), Studio ($99.99/month) and Agency ($349.99/month), billed monthly. Every creative feature, all 13 ad networks, all 40 end cards and all 159 prebuilt playables are on every plan. What differs is volume (exports a month, ad networks per export), branding, cloud saving and version history; building from scratch in the editor is Agency. See the full breakdown at playableadsmaker.com/pricing.

Do I need a plan to use the editor?

The editor is free to use with no account. A free account gets 2 free exports in your first 14 days: real ad packages, one network each, with our branding screen. Building and previewing stay free after that. Every creative feature and every template is available on every plan. The free tier is limited by how many exports you take and how many ad networks go into each, not by what you can build or which template you start from. Every paid plan removes the branding and adds monthly exports and several networks per export: Solo ($29.99/month), Studio ($99.99/month) or Agency ($349.99/month), billed monthly. See playableadsmaker.com/pricing.

Can I use this for end cards only?

Yes. The end card editor makes single-screen interactive end cards on their own. Use the image or video editor when you need a full playable.

Where can I learn best practices before publishing?

The docs cover export settings, the blog covers creative strategy, and each ad network has its own page with its specs and rules.

Build your next playable

Open the editor, pick video or image, and export a ready-to-upload file for your network.

Launch editor

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