Ads people finish before they skip.
Interactive playable ads that turn a five-second install pitch into something a player actually wants to complete — one build, every major network.
The mistake most playables make is teaching before they let you touch anything. We invert it: the ad opens mid-action, with one obvious thing to tap, and explains nothing until the player’s thumb is already moving. Everything after that first interaction is a downhill slope toward the install button.
A playable only earns its place if it ships everywhere. We build one version that passes the spec for every major ad network — not seven forks you have to maintain — and keep the store CTA reachable from any frame, not just the end card.
Then we tune it against the only thing that matters: the number. A playable is an experiment with a budget attached, so we treat first-tap, completion, and cost-per-install as the brief, not as an afterthought.
What we hold to
- One input. The whole demo is playable with a single tap target. No dexterity tax, no lost players.
- Always installable. The store CTA is reachable from any frame, not gated behind the end card.
- Ships everywhere. One build that passes every major network spec, not a fork per platform.
We rebuilt Mire’s flagship spot from a static banner into a hands-on demo, and watched click-through more than quadruple across seven networks.
Read the Mire caseQuestions we get
- Which ad networks do you support?
- All the major ones — Meta, Google, Unity, AppLovin, ironSource and the rest — from a single build that passes each spec, rather than a separate fork per network you would have to keep in sync.
- Do you build the game, or just the ad?
- Just the playable, built to match your game. We take your existing art and mechanics and distil them into the fifteen seconds that sell the install — you keep one source of truth for the actual game.
- How is a playable better than a video ad?
- A video shows; a playable lets the player do. The hands-on version pre-qualifies the install — people who tap through already like the loop — which is why click-through and retained installs tend to move together.
- How long does a playable take?
- Weeks, not months. Mire shipped in six, three weeks before a seasonal push. Once the first one exists we hand you the template so your team can ship variants without us.