The industry uses 'playable ad' to describe everything from a simple CTA screen to a fully functional mini-game. That makes production hard to plan. In practice there are three formats: interactive end cards, full playable ads and game templates. Each takes a different amount of work and suits a different point in a campaign.
Interactive End Cards (IEC)
An interactive end card is a single HTML5 screen shown after a video ad. It has a background, headline, optional app icon or key art, and a primary CTA button. 'Interactive' here means tappable (the CTA opens the app store), not that there's game logic. The 'interactive' qualifier distinguishes it from a static end card image.
IECs are fast to produce (under an hour in Playable Ads Maker's Image editor), light in file size (often under 500 KB), and supported by every major network. They're the right format when you have a strong video and need a clean CTA to close the funnel. Use them when volume matters more than engagement depth.
Full Playable Ads
A full playable is a standalone HTML5 creative, not paired with a video, that includes an interactive experience before the CTA. This might be a few tap interactions, a short mechanic preview, or an animated sequence with an interaction trigger. It succeeds or fails on how fast the viewer sees what to do and whether those 5–15 seconds hold their interest.
Full playables take longer to design (typically 2–6 hours for a polished result) and tend to be heavier files. The engagement ceiling is higher: a user who interacted with your mechanic before tapping is more pre-qualified than one who saw a static CTA. The Break System in Playable Ads Maker's Video editor is the fastest way to add real interaction: a tap trigger or hold trigger mid-video creates an interactive moment without building a standalone game mechanic from scratch.
Game Templates
Game Templates are pre-built mini-game plugins that drop a functional game mechanic into any editor scene. The Match-3 template lets users swap tiles; the Runner template has them tap to jump. The user plays a few seconds of the actual game before the CTA appears. It is the format closest to the installed app, so the viewers who tap install know what they are getting.
Game Templates export on every plan in Playable Ads Maker, Free included, and so does every other template in the prebuilt library; starting one from scratch or changing a template's structure (its scenes, events, or which objects it has) is Agency. They're limited to one per scene, in the Image editor only, and are distinct from the CTA Button system so there's no interaction conflict. Production time is comparable to a full playable: 2–4 hours to configure the template, add assets, and fine-tune the mechanic feel.
One Game, Three Formats: A Worked Example
Take a merge game whose selling point is the satisfying moment when two items combine into a better one. Here is what each format would look like, and what it would cost in effort.
- Interactive end card: a gameplay screenshot of a full board, the headline 'Merge your way to the top', the app icon and a CTA. It closes a video ad that already showed the merging. Built in the Image editor from existing art in well under an hour.
- Video with a break: thirty seconds of gameplay footage that pauses on a board with two matching items and asks the viewer to drag one onto the other. The video resumes on the merge and runs into an end screen. Built in the Video editor from footage you already have.
- Game template: the merge mechanic itself, playable for a few moves, with the board, items and rewards re-skinned in the game's art, ending on a result card. The longest to configure, and the closest to the real game.
All three advertise the same moment. What changes is how much of it the viewer does themselves (none, one gesture, or several moves) and that is what you are really choosing between.
Not Every Interactive Ad Is a Game
For apps and brands outside gaming, the 'game template' slot is better filled by an interactive module: a quiz that recommends a product, a configurator that lets the viewer build their own version, a price simulator that shows what they would pay. They do the same job, giving the viewer something real to do before the CTA, without pretending the app is a game. See playable ads for non-gaming apps, quiz ads and product configurator ads.
Which Format to Use: Decision Framework
- High creative volume needed (10+ new creatives per month): IECs. Fast production, easy iteration.
- Strong video asset already exists: IEC after video, or Video editor with end card scene.
- Genre-specific mechanic is a strong selling point: Game Template.
- Video mechanic preview (runner, arcade, action): Break System in Video editor.
- Testing new audiences or markets: IEC first (fast data), then invest in Game Template if IEC shows signal.
- Limited budget, small team: IEC exclusively until scale justifies longer production time.
How the Three Editors Map to These Formats
The Image editor in Playable Ads Maker is for IECs and Game Template end cards. The Video editor is for full playable ads with Break System interactions and end card scenes. The End Card editor is a streamlined IEC builder for post-video CTA screens. All three are in the same product, so there is no second tool to learn.
Common Mistakes When Choosing a Format
- Building a full mini-game before the message is proven. If an interactive end card cannot make the hook land, a mini-game around the same hook usually will not either.
- Putting a mechanic in the ad that the game does not have. The deeper the format, the more it promises; a game template that plays differently from the app attracts installs that churn.
- Making the interaction the hard part. Whatever the format, the first interaction should be obvious within a second. Depth comes after that, not before it.
- Choosing a format without checking where it runs. Some placements and networks suit heavier files and longer experiences better than others; check size limits by network before committing.
- Treating formats as exclusive. Most mature campaigns run several at once, each doing a different job in the mix.
Moving Between Formats as a Campaign Matures
The formats work well as a progression. Start with interactive end cards to find which headline, art and audience respond. Take the winning message into a video with a break, so you learn whether interaction helps. Once you know which moment of the game sells it, build that moment as a game template or module and test it against the earlier formats.
Very little is thrown away along the way. The background art, headline and end card from the first stage become the end card of the later ones, and the interaction you tested in a break shows you which part of the game is worth turning into a template. For what each stage typically involves in time and effort, see playable ad production cost.
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