Playable ads guide

From App Store Link to Playable Ad: How AI Builds One From a Store Listing

Pasting a link and getting an ad back is the simplest brief there is, and it is now common for video: several tools pull an app's name, screenshots and description from a store page and cut them into a short video. Doing the same for a playable ad is harder, because a playable has to play, and a store listing describes a game without letting you play it.

This guide explains what an AI can and cannot learn from an App Store or Google Play link, how to steer it so the playable plays like the real game, and how to do it in our AI Playable Maker.

What a store listing tells an AI

  • The name, developer, category and short description: enough to place the game in a genre.
  • The long description, which usually names the core loop ("sort the colours", "merge to unlock") and the meta layer (levels, collections, decorating).
  • The screenshots, which show the art style, the palette, the HUD and usually the core board or scene: the most useful input of all.
  • Sometimes a preview video, though store videos are often cinematic rather than gameplay.

What it does not tell an AI

  • The gesture. A screenshot of a board does not say whether you tap, drag, swipe or hold.
  • The rules at the edges: what happens on a wrong move, what counts as a win, how fast it gets harder.
  • The feel: timing, weight, the satisfaction of the thing the game is actually about.
  • Which moment is the hook. The best ad moment is rarely the first level.

A generator that ignores this gap either guesses (and you get a puzzle ad for an action game) or falls back to the nearest template and re-skins it, which is fast but often plays like a different game wearing your art.

Like the real game

The AI researches the game and designs that game's loop. In the AI Playable Maker this is the default on the Store link tab: the listing text and screenshots are read on our server, a short web lookup fills in how the game is played, and the design step decides how to build it (on one of our finished templates where the mechanic matches, from editor blocks, or as new sandboxed game code where nothing in the library can express it). If the gameplay is still unclear, it asks you up to three questions before going further, and answering them redesigns at no extra cost.

Quick re-skin

The AI picks the closest existing template and themes it with the game's look and words. It is cheaper and faster, and the right choice when your game really is a match-3 or a sort puzzle and you need volume. It is the wrong choice for a game whose mechanic is the selling point.

Step by step

  1. Open the AI Playable Maker and paste the App Store or Google Play link on the Store link tab. A link alone is a valid brief.
  2. Optionally add a goal (installs, engagement, awareness, win back), a look, an audience, and 2D, 3D or Auto.
  3. Read the design. It says what the game is, the gesture, the hook, how a round is won and what the end card shows. If it got the game wrong, say so now. This is the cheapest moment to correct it.
  4. Answer any questions it asks about how the game plays.
  5. Check the price range and build. The AI builds the playable and its end card, playtests a new game in your browser, and reviews screenshots of both orientations against our design standard.
  6. Open it in the editor. Words, colours, type, pictures, sounds, game settings and layout are all editable; the chat beside the canvas takes bigger changes.
  7. Replace generated pictures with your real art where it matters, then export.

Your art beats generated art

The AI generates pictures in one locked style so a variant set stays consistent, but nothing looks more like your game than your game's own assets. Swap in your real characters, board pieces and logo in the editor or ask the chat to use them; the ad then matches the store page the viewer lands on, which is half of what makes a click turn into an install.

A link is enough to start, but a sentence or two of your own knowledge closes most of the gap a listing leaves. The most useful additions, in order:

  1. The gesture, in one verb, if the screenshots do not make it obvious: "drag the pin", "tap the column to pour", "hold to charge, release to shoot".
  2. The moment players love: the cascade, the near miss, the satisfying clear. That is usually the hook, and it is rarely in the first screenshot.
  3. What the ad should leave out. Meta systems, currencies and menus that the game has but a fifteen-second ad cannot explain.
  4. The audience, if it differs from the game's general one: a win-back campaign for lapsed players wants a different opening from an install campaign for new ones.

An illustration: a colour-sort puzzle

Take a hypothetical sort puzzle whose listing says "sort the coloured balls into tubes" and whose screenshots show a row of half-filled tubes. From that alone, an AI can infer the genre, the palette and the board. It cannot know whether you tap a tube to select and tap another to pour, or drag the top ball across; whether a tube holds four balls or five; or that the satisfying moment is the last tube filling and capping.

A good design step proposes a board that is almost solved, two or three moves from the end, so the viewer wins within seconds, with a guide hand demonstrating the first pour. If it guessed the gesture wrong, one line from you ("tap to select, tap to pour") fixes it before anything is built. The build then lands on a finished sort-puzzle template if one matches, themed with the game's colours and tubes, and the end card shows the solved board with the call to action. The details here are an illustration of the process, not a description of any real game.

Check that it plays like the real game

Put the generated playable next to the real game and compare, in order of importance:

  1. The gesture. If your game is a drag and the ad is a tap, rebuild: a viewer who installs expecting one and gets the other leaves in the first session, which is the retention problem described in D1, D7 and D30 retention.
  2. The objective. Same goal, same win condition, or a faithful simplification of it.
  3. The look. Palette, characters and HUD should read as the same product.
  4. The difficulty. An ad should be easier than the game but not a different game; see difficulty and win rate.
  5. No promise the game does not keep. Platforms treat creative that misrepresents the product as misleading: policy and compliance.

A store link works for apps too: shopping, finance, travel, food delivery. There the playable is not a game but an interaction that demonstrates the product: pick a product, build a basket, configure an item, take a quiz. The AI designs it the same way, and our prebuilt brand templates are built on modules for exactly these mechanics. Playable ads for non-gaming apps covers what works.

Doing it for competitors' games

Pasting a competitor's link to see what an ad for their game looks like is a reasonable research exercise. Shipping it is not: their art, name and characters are theirs. Use the exercise to understand a mechanic, then build your own: researching competitor playables explains what is fair to take.

To see real results first, the AI examples page has playables you can play and remix without signing in. AI comes with every paid plan as monthly credits. See pricing.

Create playable end cards in minutes—no code required.

Paste a store link