Playable Ads Built From Your App's Real Core Loop

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Ad Creative Production · Playable ad production for apps

HTML5 playables built from your app's real loop, inside the 2 to 5 MB network cap, judged on day-seven retention not install rate.

About this service

What decides whether a playable works: Not the art. The first interaction. A player gives a playable roughly five to eight seconds before the thumb moves on, and inside that window there has to be a decision they can make and get wrong. Most playables spend those seconds on a logo, a loading animation and an instruction arrow, then the team wonders why the installs behave exactly like the video installs. Constraints that are not negotiable: One HTML file with everything inlined and no external requests, because MRAID environments will not serve them and network QA bounces the bundle. The cap sits between 2 MB and 5 MB depending on who you are buying from, so the budget is spent before the first sprite lands: texture atlases, WebP instead of PNG, audio reduced to one sprite sheet or cut entirely, and the engine itself paying rent for its own weight. We build in PixiJS or Cocos Creator, animate skeletally in Spine rather than as frame sequences, and hold frame rate on an iPhone SE and on a Redmi in the 120 euro bracket, because that is the hardware your cheapest impressions land on. We play your app first: For a maths app that means finding the one exercise legible in six seconds without a tutorial. For a game it means the one mechanic that survives being stripped of progression and reward. Then the playable is that thing, at real difficulty. We do not build the tap-to-win version, the fake near miss, the countdown that is not counting or the loading bar that is not loading. They lift install rate, collapse day-one retention and get pulled in review at the point where the budget is already committed. We have made this argument to clients, lost it, and left the work. Networks and delivery: MRAID 3.0, the CTA through mraid.open, end card behaviour matched to each network's spec, and separate bundles where Meta, Google, Unity, ironSource, AppLovin and Mintegral disagree with each other, which they do. Source is delivered with the compiled bundle, so nobody is renting back the ability to change a headline. Reading the result honestly: Engagement rate and completion tell you about the playable. They tell you nothing about the app. We ask for creative-level cohorts out of AppsFlyer or Adjust and read day-one and day-seven retention against your video creative, because a playable's job is to disqualify the wrong installer as much as to attract the right one. Expect a lower install rate and a better cohort. If that trade is unacceptable to whoever owns the CPI number, say it on the first call and we will not start. Crypto, specifically: An exchange or wallet playable that simulates a trade and ends on a gain is a return claim, whatever sits in the disclaimer under it. We build wallet recovery, self-custody onboarding and fee comparison instead. We will not produce the price-goes-up version, and we have declined the brief in writing more than once. Not included: App development, SDK or MMP integration, media buying and bid strategy, store listing assets, ASO. We do not write your onboarding tutorial, although after this work most clients want to rewrite it. Who this is not for: Apps that are not live, because we need a build and real retention data to aim at. Apps whose value takes three minutes to appear, where a playable will misrepresent the product and the cohort will show it within a week. Teams who arrive with a screenshot of a competitor's playable and want that. The competitor is buying a different LTV against a different funnel, and copying the surface copies none of the reasoning underneath it.

Scope

Target market
Worldwide, Czechia
Working language
English, Czech
Industry
Crypto and Web3, Gaming, Mobile apps, Education and edtech
Engagement model
One-off project
Turnaround
1 month or more
Seller type
Fractional executive

What the seller needs from you

  1. 1Send builds on both stores plus a test account with progression unlocked.
  2. 2What does your creative-level retention data look like today?
  3. 3Which networks are you buying, and at what share of budget?
  4. 4What is the CPI or ROAS target, and who owns it?
  5. 5Has legal or store review already flagged any mechanic?

Asked at checkout. Delivery time starts once you answer, not when you pay.

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Starting at €7,500