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Playable ad service for game UA teams

We build your playable ads like an in-house dev.You edit them online, no engine needed.

  1. Order
  2. Customize
  3. Export

Place an order with your brief, get your first build in 3–7 days, then tweak it yourself and re-export whenever a test needs a new variant.

No engine, no install — the editor runs in your browser. Try it on any template, no account needed.

Export for every network
  • AppLovin
  • Google Ads
  • Unity Ads
  • Meta Audience Network
  • ironSource / Unity LevelPlay
  • Mintegral
  • Moloco
How it works

From an idea to a finished product

Three steps. Only the first one needs us.

  1. 1

    Place an order — or start from a template

    Place an order in your dashboard with your game, the mechanic you want and any reference ads. You get a quote, then a first build in 3–7 days that you can open in the editor right away. Everything stays in that order — the quote, the demo, each revision, and whose move it is — no email threads. Questions before you order? Chat with us. Rather start on your own? Pick a mechanic from the 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. Need something the editor can't do? Place another order.

  3. 3

    Export and launch

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

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.

About us

A small team. One person to talk to.

Think of us as the playable developer you would otherwise have to hire — without the recruiting, without the managing, and paying only for the builds you actually need.

There is a small team behind PlayableGO, but you won't be passed around it. You work with one person who answers you right inside your order, not from a ticket queue, and who gets to know your game a little better with every build. Once a playable is delivered, it opens in the editor like a file your own team made: swap the assets, rewrite the copy, add a locale, change the CTA — no request, no waiting for a rebuild.

What working with us is like

  • One point of contact

    You talk to the person who builds your playable, not an account manager passing messages to a dev queue.

  • We learn your game

    Each build teaches us more about your mechanics, your art style and what your UA team likes to test — so the next brief takes fewer words.

  • Your art, handled with care

    We fit your assets inside each network's size limit without them looking compressed on an ordinary phone.

  • Set up for your next test

    We build so that the variants you'll want — new copy, a new market, a different CTA — are edits you make yourself, not new orders.

The library

Our featured templates

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

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.