Editor Feature
Interactive video ad maker: turn video into a playable
A common playable format in mobile UA is a short gameplay video with interactive moments on top. The viewer watches real footage, tries a mechanic during a break, then lands on an end card with the CTA. It combines the story of a video ad with the interaction of a playable, and it often beats both pure video and pure playables on mid- and lower-funnel metrics. The Video editor is built for this: upload your gameplay video, place breaks and overlays on a timeline, design the end card, and export a network-ready HTML5 file.
Video is embedded as base64 directly in the exported HTML5 file, so the creative is self-contained: no CDN, and no failed video loads on a poor mobile connection. The video background plays muted on load (satisfying browser autoplay policies) and an optional unmute overlay object lets users opt into sound. Per-network export presets handle file-size targets, SDK snippet injection, and orientation locking automatically, so one creative can serve all 12 supported ad networks without manual post-processing.
Every break type (Click / Tap, Double Tap, Hold, and the Break Hold Path, where the viewer drags along a route you draw over the footage) is available on every plan, Free included, and so is the timed overlay system. Timed overlay objects (buttons, text, images, particles, overlay tints) each carry their own appear and disappear timestamps, separate from the breaks, so you can time each one to the footage.
How it works
Upload your gameplay video
Click the Video Background slot in the scene properties and upload an MP4 file encoded with H.264. The video appears as the full-canvas background layer in the editor timeline. You can trim the in and out points, toggle loop behavior, and set whether the video autoplays on scene entry or waits for a user tap. The editor preview plays the video in real time so you can scrub to any timestamp before placing interactive elements.
Add breaks at key timestamps
Open the timeline with Timeline in the status bar, drag the playhead to the moment the video should pause, and press Break in the timeline's transport bar, or Path for a path break. Add New Object offers the same under Video: Break, Break Hold Path and End screen. In the break's properties, Resume video when sets the gesture: Click / Tap, Double Tap or Hold. A Break's overlay objects (buttons, text, images and audio) appear over the paused frame and hide when the video resumes. A Break Hold Path has the viewer drag the pointer hand, or an object of yours, along a route you draw; Must complete and Finger tolerance set how strict the trace is, and Video sync to path can scrub the footage with the finger. Every break plays in the editor preview, so you can judge the pacing before export.
Place timed overlay objects
Outside of break moments, you can schedule any object type to appear and disappear at exact video timestamps using the Timed Appearance fields in each object's properties. A button that appears at second 3 and disappears at second 7, a text label that fades in when a skill lands in the footage, or a particle burst synchronized to a collectible. All of it is set visually on the timeline without scripting.
Design the end card and export
The End Card scene is a full canvas with all the same object types and animation tools available in the standalone End Card editor. After the last break or when the video reaches its end, the scene transitions to the end card automatically. In the Export modal, choose a target network, set image compression quality, and confirm the CTA URL. The editor validates that a CTA or End Card object is present before enabling the download button, so every video playable ships with a working call to action.
Specifications
| Property | Detail |
|---|---|
| Video format | MP4 / H.264 |
| Video embedding | Base64 inline, fully self-contained HTML5 |
| Break gestures | Click / Tap, Double Tap, Hold, and Break Hold Path (drag along a drawn path) |
| Overlay object types | Text, image, button, CTA button, particle FX, overlay tint |
| End card | Full interactive scene with animations and CTA |
| Export targets | 12 networks including Meta, Google, Unity, Mintegral, Chartboost, AppLovin, Moloco |
Ad networks you can export to
Every export target has its own guide to that network's size limit, CTA wiring and upload steps:
- Unity Ads playable ads
- AppLovin MAX playable ads
- Google Ads / AdMob playable ads
- Meta (Facebook & Instagram) playable ads
- TikTok Ads playable ads
- Mintegral playable ads
- Vungle (Liftoff Monetize) playable ads
- Chartboost playable ads
- Moloco playable ads
- InMobi playable ads
- Liftoff (Accelerate) playable ads
- TikTok Ad Network (formerly Pangle) playable ads
Use cases
RPG or action game: hold to land the hit
Action and RPG playables perform best when the interaction mirrors the game's most satisfying moment: landing a powerful hit. Place a Break at the exact frame in the video where the player character's attack connects, set Resume video when to Hold, and turn on Hold a specific spot as a circle over the enemy. The spot pulses until it is pressed and the ring fills while the viewer holds; when the hold completes, the spot flashes, the break resolves and the video continues to the end card showing the character post-victory. Viewers tend to complete it because the footage sets up the interaction instead of interrupting for it.
Hyper-casual game: double-tap challenge mid-gameplay
Hyper-casual games have extremely fast gameplay loops, making double-tap breaks ideal for capturing the rhythm of the genre. Place a break 3–4 seconds into the video at a natural decision point, set it to double-tap, and show a minimal overlay with a prompt graphic. The low friction of a double-tap keeps drop-off low while still requiring deliberate engagement, which signals intent to the ad network's algorithm. After the break the video continues to a short end card with a high-contrast download CTA.
Puzzle or strategy game: tap-to-reveal information break
Puzzle and strategy games benefit from informational breaks that teach a mechanic rather than just demanding interaction. Place a tap break during a gameplay highlight, overlay a text bubble explaining the mechanic shown in the footage ("Tap the rune to unlock the door"), and position a button labeled "Try It" below it. The viewer learns the mechanic and is asked to try it in the same moment. After completing the tap, the video continues to the next beat before reaching the end card with a features-forward headline.
Casino or card game: hold to spin
Casino game ads built around a spin or deal moment suit a hold break that mimics charging a slot machine or drawing a card. Set a Hold break immediately before the spin payoff in the video, put its spot over the spin button in the footage, and set the ring's Colour to gold and its Ring label to SPIN. When the hold completes the video resumes and shows the win state, then transitions to the end card. Holding builds the same anticipation as the real spin, which a static ad cannot do.