Editor Feature
Break System for Video Playable Ads
What a video playable adds over a standard video ad is the pause: the footage stops at a key moment and the viewer has to tap, hold or double-tap before it continues. Done well, that pause is the part of the ad people remember. The break system sets when each break happens, what interaction it asks for, and what appears over the paused video while the viewer completes it.
A Break resumes on one of three gestures, chosen under Resume video when: Click / Tap, Double Tap, or Hold (the viewer keeps a finger down for the hold duration while a ring fills, optionally on one spot you choose, and letting go early resets it). A Break Hold Path asks for more: the viewer drags the pointer hand, or an object of yours, along a route you draw over the footage, and the video can scrub in step with the finger. Every one of them is available on every plan, Free included. Completing a break resumes the video; a button in the overlay can jump to another moment or open the CTA link instead.
A Break's overlay is a layer over the paused video that takes buttons, text, images and audio: they appear when the video stops and hide when it resumes. It can be as simple as one line of instruction or as rich as a branded prompt card with its own sound. You can place as many breaks as the video timeline supports, each at its own timestamp with its own gesture and overlay.
How it works
Scrub to the right moment and add a break
In the Video editor, open the timeline with Timeline in the status bar, scrub to the exact moment the interaction should begin, and press Break in the timeline's transport bar to add one at the playhead, or Path to add a path break. Add New Object offers the same under Video: Break (Click or path), Break Hold Path and End screen. Each break sits on the timeline as a marker you can drag to retime (hold Shift for fine steps), and its properties panel has a Time (seconds) field with millisecond precision if you know the exact second from your edit notes.
Choose how the video resumes
Select the break to open its properties. Resume video when offers Click / Tap, Double Tap and Hold. Hold adds a Hold duration slider and a Hold a specific spot option: turn it on and only that spot accepts the press. It is a rounded box or a circle, placed as percentages of the canvas and set separately for portrait and landscape, outlined and pulsing so the viewer can see what to press. Look and feedback sets the ring's Colour and Ring label, how much the spot grows while held, whether it pulses before it is pressed, Show a hand pressing the spot, and a flash when the hold completes. The editor preview plays the ring the way the ad will, so you can judge the pacing before export.
Build the overlay, or draw the path
A Break's Overlay objects list adds a button, text, an image or audio to the paused frame; each has its own properties, and a button's Action decides what it does. A Break Hold Path has no overlay list. Instead, the viewer drags something along a route you draw on the canvas instead. What rides the path picks the pointer hand (the default), one of your own objects, or a custom image; Must complete sets how much of the path has to be traced; Finger tolerance sets how far the finger may stray from the line; Fixed start point makes tracing begin at the first point; and Video sync to path scrubs the footage between per-point timestamps as the finger moves.
Decide what happens next
Completing a break resumes the video from where it paused. A button in the overlay can do more: its Action can be Resume video, Jump to time, Open the CTA link, or the CTA link together with resuming or jumping. There is no skip timer (a break waits until the viewer completes it), so the build check in the export window flags any break that could leave the video stuck: one with nothing in its overlay, one timed at or past the end of the video, a hold spot outside the frame, a button a hold break's overlay would cover, or a path with fewer than two points or running off the frame.
Specifications
| Property | Detail |
|---|---|
| Resume video when | Click / Tap, Double Tap, Hold |
| Break Hold Path | Drag along a drawn path: What rides the path, Must complete, Finger tolerance, Fixed start point, Video sync to path |
| Hold feedback | Hold duration, Hold a specific spot (rounded box or circle), ring Colour and Ring label, grow while held, pulse, pressing hand, completion flash |
| Overlay objects | Button, text, image, audio |
| Button actions | Resume video, Jump to time, Open the CTA link, or the link together with resuming or jumping |
| Plans | Every break type on every plan, Free included |
| Multiple breaks | Unlimited breaks per video, each independently configured |
Use cases
Action game: hold to charge the attack
An action game ad works best when the interaction feels like the game. Place a Break on the frame where the enemy appears, set Resume video when to Hold with a two-second hold, and turn on Hold a specific spot as a circle over the character. Give the ring the game's primary color and the Ring label CHARGE. While the viewer holds, the video waits on the tension frame and the spot grows as the ring fills; let go early and it springs back. When the hold completes the spot flashes and the video resumes on the attack landing. The viewer charged the attack, and the video shows it land.
Puzzle game: double-tap confirmation on a key move
For puzzle games where deliberation is part of the appeal, double-tap is a stronger fit than tap because it signals intentionality. Place a break at a pivotal board state in the gameplay footage, set Resume video when to Double Tap, and add a text overlay ("Double-tap to make the match") plus an image overlay that highlights the relevant piece. The double tap adds a moment of thought, which suits puzzle play. After the interaction, the video can show the cascade result of the move before transitioning to the end card.
Casual or hyper-casual: a simple tap-to-continue break
Not every break needs to be a complex mechanic. For hyper-casual formats where the gameplay loop is already shown in the footage, a simple Click / Tap break at the 3-second mark with a "Tap to play" text overlay is often the highest-performing configuration. It makes the ad interactive early, filters for engaged users and adds very little friction, so drop-off stays low. The overlay needs only a centered text object, perhaps with an audio cue.
Casino or slot game: pull the lever along a path
Casino creatives benefit from letting the viewer trigger the payoff themselves. A Break Hold Path placed just before the reels spin turns the lever pull into the interaction: draw the path down the lever's arc, choose Custom image… under What rides the path and upload a picture of the lever handle, then turn on Video sync to path and give each point a video time, so the footage scrubs forward as the finger pulls. When the trace is complete the video resumes and shows the win, so the win feels like the viewer's own doing.