How it works

Brand in. Playable out. Four stages you can see all the way through.

A link is the only required input. From there you pick the brand, pick an idea, watch the build, and hand a compliant file to every network you selected.

  1. 01

    Brand pick

  2. 02

    Idea generation

  3. 03

    Studio build

  4. 04

    Network handoff

Stage 01

Pick the brand from a single link

Paste a homepage, an app store listing or a campaign page. The analyser reads the page — and, when it is blocked, falls back to about pages, manifests and readable mirrors — to pull the product story, tone of voice, logo and colour palette. The brand review step shows exactly what it found, and every field is editable before anything is generated. Optional assets (logo, product shots, key art) can be dragged in and cropped at this point too.

  • Palette, logo and product context inferred from the source
  • Brand review dialog — correct the summary, colours or logo in place
  • Extra assets uploaded to your private brand library
  • Brands are saved and reused, so the next unit starts in seconds
Stage 02

Ideas generated against that brand, not in general

Once the brand exists, the studio proposes playable concepts that fit it: the mechanic, the hook in the first second, the reward, and why it suits this audience. Retail gets basket and scratch mechanics, fintech gets choice and timing mechanics, games get the core loop. Pick one, edit it, or write your own line instead.

Brief · excerpt

Hook
Reward card, half revealed, 0.8s
Mechanic
Scratch, 55% threshold
Flow
Reveal → value → end card
CTA
“Claim in the app”

The brief is written before any code exists. Reply to change anything in it — that part is free — and nothing is built until you approve it.

Stage 03

The studio builds it, and you keep editing it

The studio makes the art, writes a single-file HTML5 playable for the network you picked and tests it on a phone before handing it over. It appears inside a phone frame you can actually play. Ask for changes in chat: a louder CTA, a slower timer, a different end card. Every version is kept, so going back is a click, and a version for another network is one more tap.

  • Live phone preview, portrait and landscape
  • Chat changes with every version kept
  • Versions for other networks from the finished ad

Every build is checked against the network's rules

Single self-contained fileNo external requestsTouch events, not click-onlySafe zones respectedFile size within network limitES5 output where requiredDisclaimer present and verbatimPortrait and landscape reflow
Stage 04

Handoff in the shape each network expects

Ship packages the finished version per network: correct file type, correct naming, correct SDK calls, disclaimer included where it is required. Upload it, or record the handoff in the studio so the unit, its version and its placement stay linked.

NetworkDeliveryOutput
AppLovinHTMLSingle .html
MintegralZIPindex.html in ZIP · ES5
Google App campaignsHTMLSingle .html
Unity AdsZIPindex.html in ZIP · ES5
Meta AdsHTMLSingle .html
TikTok AdsZIPindex.html in ZIP
Liftoff / VungleZIPindex.html in ZIP · ES5
Moloco AdsHTMLSingle .html
PangleZIPindex.html in ZIP · ES5
Google Display / DV360ZIPindex.html in ZIP
AdformZIPindex.html in ZIP
Programmatic DSP (IAB)ZIPindex.html in ZIP

Once the unit is live, import performance back in — CSV or a dashboard screenshot — and the next round of ideas is generated against what actually worked.

See the per-network requirements →

Start with a link. Ship a playable.

Your first playable is free: the plan, the build and phone testing. Pick a plan to download it for your network, and that first ad is on us.