Features

Everything the ad needs, in one tool

A canvas, a timeline, a particle system, an asset library and an exporter. Below is the short version; under it, what each part actually does when you sit down to build an ad.

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.

The canvas

An editor you can work in for an hour

Most browser editors are fine for a minute and painful for an afternoon. The difference is the unglamorous parts — whether snapping lands where you expect, whether undo covers what you just did, whether the layer tree stays readable at forty objects.

  • Snapping and alignment guides against objects, the artboard and the centre lines.
  • A layer tree with nesting, reordering, renaming, locking and visibility.
  • Undo history across every edit, including inspector changes and deletions.
  • Keyboard shortcuts for the operations you repeat: duplicate, nudge, group, align.
  • Eleven object types — images, text, buttons, shapes, sprites, particles and more.
Scenes and interaction

Flow you assemble instead of script

An ad is rarely one screen. Scenes are the unit, and events are how they connect — attach a behaviour to an object from a list rather than writing a handler and wiring it up.

  • As many scenes as the idea needs, connected by events on any object.
  • Branch, loop back, or run straight through to the end card.
  • Drop-in mechanics from a template catalog, arriving fully wired rather than blank.
  • Tap targets, drag-and-drop, match games and more, each editable as ordinary objects.
  • Full-speed preview without leaving the page or building anything.
Motion and polish

The part that decides whether it gets finished

The gap between an ad people play through and one they skip is mostly motion. A real particle system and a scrubbable timeline are what let you close it without a second tool.

  • A particle system with emitters, forces and blend modes — not a canned preset list.
  • Animated sprites, parallax backgrounds and filters on any object.
  • A video timeline with a filmstrip, trimming and interactive breaks placed to the frame.
  • Per-object sound from the built-in library or your own uploads.
Shipping

One file, built to your network's spec

Export is where most hand-built playables fail — an external request that the network blocks, or a file over the size limit discovered at upload time. The exporter inlines everything and sizes against the preset you pick.

  • A single self-contained HTML file with no external requests at serve time.
  • Network presets covering Unity Ads, AppLovin, ironSource, Mintegral, Vungle, Chartboost, Meta and Google Ads.
  • Constraint-based layouts that reflow one design into portrait and landscape.
  • Projects saved to your account, or exported as a portable .pam file for handoff.

Your next playable is one afternoon away.

Open the editor, pick a format and start placing objects. Nothing to install, and nothing to pay.