Playable ads guide

Portrait vs Landscape Playable Ads: Covering Both Without Two Builds

Orientation is the quietest cause of lost inventory in playable campaigns. A creative that only works in portrait is simply not served in landscape placements, and the shortfall does not appear as an error anywhere — it appears as less delivery than you expected, which is easy to misread as a bidding problem. This guide covers what orientation actually costs, what breaks when creatives are stretched, and how to cover both properly.

Why one orientation is not enough

Interstitial and rewarded placements appear in both orientations, and which one you get depends on the publisher app and how the user is holding the device at that moment. Games played in landscape serve landscape inventory. If your creative only supports portrait, you are competing for a subset of the auction, usually at worse efficiency because you are bidding into a narrower pool.

Some networks will serve a portrait creative into a landscape slot by letterboxing it. That is worse than not serving: your creative appears in a box with black bars, at reduced size, against competitors filling the screen.

What actually breaks when you rotate

Rotation is not a scale operation. The problems are structural.

  • Vertical stacks stop fitting. A layout of headline, play area and CTA stacked down the screen has ample room in portrait and none in landscape.
  • The play area changes shape, not just size. A board that is comfortably square in portrait becomes a wide strip, and a grid-based mechanic can become unplayable.
  • Text set for a narrow column wraps badly or overflows when the column becomes wide, and vice versa.
  • Thumb reach moves. In portrait the natural zone is the lower centre; in landscape it is the two lower corners. A centred CTA in landscape sits where nobody's thumb rests.
  • Background art crops differently, and a focal point safely framed in one orientation can be cut in the other.

The uniform-scale trap

Scaling a portrait layout to fill a landscape frame produces a creative that is technically present and practically unusable — oversized elements, cramped play area, and a CTA in the wrong place. If your only landscape strategy is a scale factor, you are better off not serving landscape at all.

Design once, position twice

The workable approach is to share every asset and every interaction between the two, and vary only the layout. The art, the mechanic, the copy, the timing and the end card stay identical; what changes is where each object sits and how large it is.

In Playable Ads Maker this is built into the object model: position, size and rotation can each hold a portrait value and a landscape value, so one project carries both layouts. Switch orientation in the editor, drag things where they belong, and the second layout is stored alongside the first. There is no second project to keep in step when the headline changes.

A layout method that works

Build portrait first — it is the tighter constraint and the more common placement. Then switch to landscape and re-solve the layout rather than nudging it.

  1. Place the play area first and give it the space it needs. Everything else negotiates around it.
  2. Move stacked elements to the sides. Landscape has horizontal room that portrait does not; use it rather than compressing vertically.
  3. Re-place the CTA into thumb reach for the new orientation, not wherever it landed after the switch.
  4. Re-check text at the new box width — wrapping behaviour changes, and a headline that fitted on two lines may now take one or three.
  5. Confirm the background's focal point survives the different crop.

Testing both properly

Preview both orientations in the editor, then test the exported build on real devices in both — rotating a phone mid-session is the fastest way to find a layout that only works from a cold start. Pay particular attention to the end card, which is frequently designed in portrait and never re-checked in landscape, and to any interaction requiring a drag or a traced path, where a changed aspect ratio can make the gesture awkward or impossible.

Check the quiet things too

Timed elements, particle bursts and any animation with a movement distance are all affected by a changed canvas size. An effect tuned to travel a satisfying distance in portrait can look wrong in a wider frame.

When one orientation is the right answer

There are legitimate cases. If your app is landscape-only and your targeting is narrow enough that inventory is dominated by landscape publishers, building portrait as an afterthought may not repay the effort. But that should be a decision made from placement data, not a default that happened because nobody switched the editor over.

Safe areas, notches and the parts you cannot use

Both orientations lose usable screen to hardware, and they lose it in different places. In portrait, the notch or dynamic island sits at the top and the home indicator at the bottom. Rotate to landscape and the notch moves to one side — which side depends on how the user turned the device — so the safe area is asymmetric and can be mirrored between two users seeing the same ad.

The practical rule is to keep anything essential — the CTA, the prompt, any tappable control — inside a generous margin from every edge, and treat the outer band as decoration only. A CTA hugging the bottom edge in portrait can end up partly under the home indicator; one hugging the side in landscape can sit under a notch for half your audience.

Which placements skew which way

Orientation mix is driven by publisher inventory rather than by your campaign settings, so it is worth knowing the rough shape before deciding what to build.

  • Casual and hyper-casual publishers skew heavily portrait — most are played one-handed in portrait, and their interstitials follow.
  • Mid-core and strategy titles skew landscape, and that is also where higher-value users tend to be.
  • Social feed placements are effectively portrait-only.
  • Rewarded video placements often follow the host game's orientation, so they inherit whatever the publisher uses.

Read your own delivery report

If your placement report shows delivery concentrated in one orientation, check whether that reflects your targeting or the fact that you only shipped one layout. Teams frequently conclude a network "does not have volume" when the real answer is that half its inventory was ineligible for their creative.

Create playable end cards in minutes—no code required.

Open Playable Ads Maker