A video ad that ends on a black frame or a generic 'Download Now' overlay loses installs it could have had. The last 2–3 seconds of a video are where the viewer decides. The Video editor in Playable Ads Maker adds two things around that moment: a Break interaction mid-video and an interactive end card scene at the close.
How the Video Editor Works
The Video editor is a scene-based timeline. Your video is the base layer. You add objects on top (text, images, buttons, Break events) that appear at specific moments. The final scene in the timeline is the end card: an interactive HTML5 screen that appears after the video completes, or whenever the Break's post-interaction sequence ends.
The whole creative exports as a single HTML file (the video is referenced, not embedded, which keeps file size manageable). Networks that take an interactive end card after a video (Unity, Vungle, Liftoff, Moloco, InMobi, Chartboost and Mintegral) serve the video first, then show the HTML end card when the video ends. You design both pieces in one editor; the network handles the handoff.
Adding a Break Interaction
A Break is an interactive moment that pauses the video. Drop a Break object on the timeline at the moment where interaction makes narrative sense, after the hook, when the user is engaged. Configure the trigger type: tap (user taps a target to dismiss the break), hold (user holds a button to charge or progress), or hold-path (user traces a drawn path, like swiping a sword or guiding a character).
After the interaction completes, the video resumes. Because the video carries on only after the viewer acts, it feels more like a game and less like an ad. Add a Particle FX burst on Break completion (confetti, sparkle) to reward the interaction. The end card appears at the video's conclusion.
Choosing Where the Break Goes
A Break placed at the wrong moment feels like a stall rather than an invitation. The right moment is where the footage has just asked a question the viewer wants answered: the character is about to jump, the puzzle has one move left, the product is about to be revealed. Pausing there turns the interaction into the answer.
- After the hook, not before it. The viewer needs a reason to care before you ask them to act. A Break in the first second interrupts something they have not started watching.
- On a frame that reads as paused. Choose a frame that is clearly mid-action, so the stop looks deliberate. A Break on a static wide shot looks like the video has frozen.
- With the target where the eye already is. Put the tap target or the start of a hold path on the subject the footage was following, not in a corner.
- One Break is usually enough. A second can work in a longer spot, but each one is another chance for the viewer to leave. Add more only when each pays off something new.
Write the prompt as the action itself (Tap to jump, Hold to charge) rather than a general instruction. The footage has already set up what is about to happen; the prompt only needs to name the gesture. For more on turning existing footage into an interactive spot, see interactive video ads.
Matching the Break Type to the Moment
Each trigger suits a different kind of moment. A tap fits a single decisive action (fire, jump, open) and is the easiest gesture to understand at a glance. A hold suits anything that builds: charging a shot, filling a meter, pouring, growing. It asks a little more of the viewer, so use it when the footage makes the reward for holding obvious. A traced path suits steering and drawing (guiding a character, slicing, connecting two points) and is the most engaging of the three when the route is short and clear. If you cannot say in two words what the gesture does in the story, it is probably the wrong type.
Designing the End Card Scene
This is where the viewer installs or leaves, so keep it simple: one background (ideally matching the video's visual tone), one headline (game name or a direct value proposition), and one prominent CTA button. Viewers who finished the Break are already interested. They need a clear button, not more persuasion.
The Overlay object (available in the Video editor) adds a full-screen color-and-opacity tint. Use a dark overlay at 40% opacity over a game screenshot to make white text readable without obscuring the background art. It is a quick way to make the end card look finished without designing a separate background.
Common Mistakes With Video End Cards
- An end card that ignores the video. A sudden change of palette, font or art style reads as a different ad. Reuse the last frame's colours or a still from the footage so the close feels continuous.
- Too much copy. The viewer has just watched the video and does not need the pitch again. One line of value and a button is enough.
- A CTA that does not look like a button. Give it a solid fill, clear contrast with the background and enough size to hit with a thumb. The CTA design guide covers copy and sizing.
- Designing in one orientation only. If the video is landscape and the placement is portrait, the end card is what the viewer sees full screen. Check both layouts; see portrait vs landscape.
- Text over busy footage without a tint. A dark overlay behind the headline costs nothing and fixes most readability problems.
- Only testing on desktop. The video and the end card must both play correctly in a mobile webview, with sound off, before you upload.
Exporting Video Playables
In the export modal, enter both store URLs and select your target networks. The exported HTML is the end card: the video file is separate (you upload both to the network). On Google UAC, add the video and HTML as separate assets in the same campaign. On Meta, upload the HTML as the playable creative and pair the video in the same ad set. Each network has its own pairing flow; check the platform docs for the exact steps.
A Pre-Upload Checklist
Before the files leave your machine, run through the creative as a viewer would, on a real phone, from the first frame to the store.
- Play the video with sound off and confirm the story still reads.
- Reach the Break and complete each interaction type you used. Confirm the video resumes from the right point.
- Reach the Break again and wait without touching anything. Confirm the creative keeps prompting or behaves as you intended, rather than looking stuck.
- Tap the CTA on an iOS device and an Android device and confirm each opens the right store listing.
- Rotate the phone if the creative supports both orientations and check that nothing overlaps or falls off screen.
- Check the file sizes against each network's limits and note which file is the HTML and which is the video, so the right asset goes in the right slot.
The device QA guide covers a fuller test matrix if you are shipping the same creative to several networks.
Create playable end cards in minutes—no code required.
Open Video Playable Maker