Design interactive playables, video playables and end cards in a real visual editor — scenes, mechanics, particles and timelines — then export a single file that runs on every major ad network.
No install · No credit card · Runs in your browser
Playable MakerSaved
Scenes
3/5
PLAY NOW
Inspector
Position
Size
Animation
Events
Ad formats
3Ad formats
Object types
11Object types
Network export presets
6+Network export presets
Lines of code
0Lines of code
What you can build
Three formats, one editor
The shell is the same wherever you start — the tools change to fit what the format can actually do, so you are never looking at a control that means nothing here.
Most popular
Playable Maker
Interactive ad · scenes, mechanics & events
The full interactive ad. Build scenes, wire up mechanics and events, and let players actually play before they install.
Four steps, none of which involve a build pipeline, an engine license or a ticket to somebody else's backlog.
1
Pick a format
Playable, video playable or end card. The editor reshapes itself around the one you choose — you only ever see the tools that format can use.
2
Design your scenes
Drag in images, text, buttons, sprites and particles. Start from a template or a blank artboard, and lay out scenes on a canvas that snaps and aligns as you work.
3
Wire the interaction
Attach events to objects, drop in a game mechanic, or cut your footage with a playable break. Preview the whole thing at full speed without leaving the page.
4
Export and ship
Produce a single self-contained file built to your network's spec, then upload it. Save the project as a .pam file to pick it back up later.
Features
Everything the ad needs, in one place
A canvas, a timeline, a particle system, an asset library and an exporter — so that building an ad is one tool rather than five and a handoff between each.
A real visual editor
Snapping, alignment guides, a layer tree, undo history and keyboard shortcuts. The things that make an editor usable for an hour rather than a minute.
Scenes and flow
Build as many scenes as the idea needs and connect them with events. Branch, loop back, or run straight through to the end card.
Drop-in mechanics
Tap targets, drag-and-drop, match games and more, from a catalog of templates that arrive fully wired instead of as a blank object.
Particles and effects
A real particle system, parallax backgrounds, animated sprites and filters — the polish that separates an ad people finish from one they skip.
Video timeline
Import footage, trim it on a scrubbable timeline with a filmstrip, and place interactive breaks exactly where the story needs a tap.
Portrait and landscape
Constraint-based layouts reflow one design into both orientations, so you are not maintaining two files that drift apart.
Sound built in
An included audio library plus your own uploads, with per-object playback so a tap can actually sound like something.
One-file export
Everything inlined into a single HTML file sized against your network's limit — no external requests, no broken assets at serve time.
Projects that keep
Save to your account or export a .pam project file. Hand it to a teammate and they open exactly what you were looking at.
Export
Built for where your ads actually run
One self-contained file, sized and structured against the spec of the network you are shipping to.
Unity AdsHosted URL
AppLovinDashboard upload
ironSourceSingle file
MintegralSingle file
VungleSingle file
Google AdsSingle file
ChartboostSingle file
MetaSingle file
Single file
Assets inlined, no external requests at serve time.
Size aware
The exporter reports the weight against your network's limit.
Spec targeted
Built to each network's documented playable requirements.
Network requirements change. Always check your network's current documentation before a campaign goes live.
Who it's for
Built for the people who ship the creative
Whether the ad is for your own game or for a client's, the bottleneck is the same: how long a new concept takes to get in front of an audience.
For UA teams
Test creative weekly, not quarterly
Ship a variant the same afternoon you think of it. When creative iteration stops depending on an outside studio's queue, you can actually run the tests that move CPI.
For indie developers
A playable without a playable budget
You already made the game. Building the ad for it should not mean learning a second toolchain or paying more for the creative than the campaign.
For agencies
More concepts per retainer
Build once, then reflow and re-skin across clients and orientations. The .pam project file makes handoff between designers a file, not a rebuild.
Why Play Ads Maker
Three ways to get a playable made
All of them work. They differ in what they cost you, and in how long you wait between having an idea and testing it.
Approach
Cost
Time to first test
Control
Hiring a creative studio
High per creative
Days to weeks per round
Every change is a request
Hand-coding it yourself
Developer time
Days, plus network debugging
Total — once it works
Play Ads Maker
Free to build
An afternoon
Direct — you are the editor
Hiring a creative studio
Cost
High per creative
Time to first test
Days to weeks per round
Control
Every change is a request
Hand-coding it yourself
Cost
Developer time
Time to first test
Days, plus network debugging
Control
Total — once it works
Play Ads Maker
Cost
Free to build
Time to first test
An afternoon
Control
Direct — you are the editor
FAQ
Questions, answered
If something here does not cover it, the contact page reaches a person.
What is a playable ad?
A playable ad is a short interactive demo that runs inside another app's ad slot. Instead of watching a video, the viewer plays a slice of the game or tries the product for a few seconds, then sees an end card inviting them to install. Because people self-select by actually engaging, playables typically bring in higher-intent installs than passive video.
Do I need to know how to code?
No. Play Ads Maker is a visual editor — you place objects on a canvas, set their properties in an inspector, and attach interactions from a list. Mechanics come from a template catalog already wired up. There is no scripting step and nothing to compile.
Which ad networks can I export to?
The exporter produces a single self-contained HTML file that targets the specs used by Unity Ads, AppLovin, ironSource, Mintegral, Vungle, Chartboost, Meta and Google Ads. Unity takes a hosted URL, while AppLovin expects the file uploaded through its dashboard. Requirements change, so always check your network's current documentation before a campaign goes live.
What is the difference between the three formats?
A playable is a fully interactive multi-scene ad with game mechanics. A video playable starts from your existing footage and cuts it with interactive breaks where the viewer must tap to continue. An end card is the single static screen an ad finishes on, designed once and reflowed to both portrait and landscape. You can build each independently.
Can I use my own artwork, video and sound?
Yes. Upload your own images, footage and audio, and use them alongside the built-in audio and card-art libraries. Your assets are inlined into the exported file, so the finished ad makes no external requests when it runs.
How do I save my work?
Projects save to your account when you are signed in. You can also export a .pam project file — a single portable file containing the whole project and its assets — to back it up or hand it to a teammate, who imports it and sees exactly what you were working on.
Will my ad work in both portrait and landscape?
Yes. Layouts are constraint-based, so one design reflows into both orientations rather than forcing you to maintain two separate files that drift apart as you iterate.
How much does it cost?
Play Ads Maker is free to use right now. Create an account, build in any of the three formats, and export your ads at no cost.
Does it run on my computer?
It runs in a modern desktop browser — Chrome, Edge, Firefox or Safari — with nothing to install. A larger screen is strongly recommended, since the editor puts a canvas, a layer tree and an inspector side by side.
How long does it take to build an ad?
Starting from a template, a simple end card takes minutes and a first playable usually takes an afternoon. Once you have a project to reskin, producing a variant for a new test is considerably faster than building the first one.
Your next playable is one afternoon away.
Open the editor, pick a format and start placing objects. Nothing to install, and nothing to pay.