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Playable ad service for game UA teams

We build it.Your team iterates it.

  1. Order
  2. Customize
  3. Export

Order a playable from us, or start from the library — either way your UA team owns every variant after that.

Templates are yours to customize without an account — you only sign in to export.

Export for every network
  • AppLovin
  • Google Ads
  • Unity Ads
  • Meta Audience Network
  • ironSource / Unity LevelPlay
  • Mintegral
  • Moloco
The library

Our featured templates

Proven mechanics, ready to customize. Open any one of them and start editing — no account needed until you export.

Customization

What you can customize

Every template ships with its own set of controls. Here is what your team can change.

Loading the Custom Engine…

This is the real editor, running a real template from the library. Change anything you like — your edits stay in this browser and nothing is saved.

  • Game configs

    Difficulty, timers, reward values, win and lose conditions — the gameplay parameters the template exposes, tuned to your game rather than to the one it was authored for.

  • Assets

    Swap in your own images, sprites, backgrounds, icons, sound effects and music. Upload once to your media library and reuse across every creative.

  • Editable objects

    Move, resize and restyle individual objects: position, scale, font, font size and colour — down to the single label the template author left open.

  • Localization texts

    Write the copy for each market and export every locale as its own creative, region-tagged the way ad networks actually target.

  • CTA & store links

    Set the Android and iOS store URLs the call to action opens. They are baked into every build at export time, so the same creative can point at a different destination per campaign.

Why PlayableGO

Built for the team that has to ship the creative

Every one of these exists because the manual way costs a UA team a week per campaign.

  • The build we make you is yours alone

    A playable we build for your game is delivered as a private template — visible only to your organization, never listed in the public library. What you paid to have made does not get resold off the shelf.

  • Yours to edit, not to request

    Configs, assets, objects and copy are all yours to change directly. No ticket to a creative team, no waiting on a rebuild, no engine to install.

  • Credits, not retainers

    Pay to unlock a template and to export. No seats, no minimums, no monthly floor you have to keep justifying to finance.

  • Seven networks, one export

    Each network wants its own wrapper, size budget and click macro. The exporter writes all of them from one variant, so you spend your time uploading instead of re-cutting.

  • One creative, every market

    Localize copy and assets per market and keep them in a single tree. en-US and en-AU stay separate creatives, because networks target markets, not languages.

  • Preview like a player

    Real device frames, portrait and landscape, sound on. What you sign off on in the editor is what the network serves — no surprises after upload.

How it works

From an idea to a finished product

Three steps, all of them in the browser.

  1. 1

    Select a template — or order a build

    Start from the library and pick the mechanic that fits your game. Or brief our team: we build the playable for you and deliver it as a private template in your own library.

  2. 2

    Customize and preview

    Edit the game configs, swap in your assets, move objects around and write the copy for each market — watching it run on a device frame as you go.

  3. 3

    Export and launch

    Export one bundle holding a build per network and per market, then upload it wherever you run your campaigns.

About us

Why PlayableGO exists

Building playable ads by hand does not scale — a fresh build for every network, every market and every A/B variant, then all of it again when one headline changes. We know, because that is how we did it first.

So we built the platform we wanted. The mechanic gets authored once, by people who have shipped playables and read the campaign numbers afterwards. Everything downstream belongs to your team: order one from us or start from the library, and either way you own every variant, locale and export without waiting on a hand-coded rebuild.

The people you work with

  • Engineers

    The runtime, the build pipeline and the seven network adapters — so a bundle that passes network validation is the default rather than a review step.

  • Game designers

    Mechanics that reach the hook within three seconds and keep the player interacting right up to the call to action.

  • Artists & animators

    Art authored to a tight size budget that still reads on a mid-range Android at half brightness.

  • UA specialists

    Live campaign results fed back into the library, so the templates on offer are the ones that actually earn their impressions.

Tell us what to build. Then stop asking anyone.

Tell us what you need and we build the playable for your game — delivered as a template your UA team can spin variants from for as long as the campaign runs.