How it works

From blank canvas to shipped ad

Four steps, none of which involve a build pipeline, an engine license or a ticket to somebody else's backlog. Here is what each one actually involves.

  1. 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. 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. 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. 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.

Step 1

Pick a format

Three formats, and the editor reshapes itself around the one you choose — you only ever see the tools that format can use. A playable is a fully interactive multi-scene ad. A video playable starts from your footage and cuts it with interactive breaks. An end card is the single screen an ad finishes on.

  • Start blank, or open a template that already works and change it.
  • Pick portrait or landscape; layouts reflow into the other one.
  • The format is not a lock-in — build in all three from the same account.
Step 2

Design your scenes

This is where most of the time goes, and it is ordinary design work: place objects on a canvas, set their properties in the inspector, arrange them in the layer tree. Nothing here is a form you fill in and hope about.

  • Drag in images, text, buttons, shapes, sprites and particle emitters.
  • Upload your own artwork, footage and audio, or use the built-in libraries.
  • Snapping and alignment guides while you drag; nudge with the arrow keys.
  • Build as many scenes as the idea needs — they are cheap.
Step 3

Wire the interaction

Interaction is attached, not written. Select an object, pick an event, choose what it does. Mechanics come out of the catalog already wired, so a match game is something you restyle rather than something you assemble.

  • Attach events to any object: tap, drag, collision, timer, scene end.
  • Drop in a mechanic — tap targets, drag-and-drop, match — and edit its rules.
  • On video playables, place interactive breaks exactly where the story needs a tap.
  • Preview at full speed, in the browser, as often as you like.
Step 4

Export and ship

Choose the network you are shipping to and export. You get one self-contained HTML file, sized against that network's limit, with every asset inlined — so there is nothing to break at serve time.

  • Pick a network preset; the exporter targets its current spec.
  • Unity takes a hosted URL. AppLovin expects the file uploaded through its dashboard.
  • Save the project to your account, or export a .pam file to hand to a teammate.
  • Re-export any time — a reskinned variant is minutes, not another build.

Network requirements change without notice. Always check your network's current creative documentation before a campaign goes live.

Your next playable is one afternoon away.

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