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
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.
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.
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.
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.
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.
