One ad never wins UA. A fleet does.

A playable ad is 12–15 seconds of real gameplay, built to trigger the install at the moment desire peaks. They are light, short-lived, and run by the hundreds — so winning user acquisition takes a whole fleet.

Book a call

A method in three stages

How we make mobile-game ads.

Our method runs in 3 stages: concept, then polish, then scale. Each one is described below, with playable demos you can try right here on the page.

The purpose of an ad is to drive a player into a game. The ad doesn't have to be perfect, because the game is the perfect thing. If it works, engages, sets the mood, and readies the player to tap, that is enough.

We don't polish ads until they gleam. They are workhorses — a little rough, never precious, and cheap to make. They do the job, and they do it well.

What matters most is that they scale, reaching every niche in a player audience: rhythm-game kids, endless-runner regulars, idle tappers, match-3 solvers, word-puzzle fans. Everyone gets an ad built for them — the one they like, play, and install the game from.

How it works

1

Concept

AI-pipeline prototypes. Rough by design — the point is range. Different mechanics, different angles.

$250 · per concept

2

Polish

Selected concepts become network-ready ads — multi-layout, bug-free, wired for Meta, Google, TikTok, Unity, AppLovin.

$750 · per production

3

Scale & hyperlocalize

Same mechanic, completely different creative surface per targeting segment. Music, visuals, copy, cultural cues rebuilt.

$250 · per variant

Stage One · Concept

It begins with 8 concepts.

A concept is a mechanic plus a mood, a way for a player to interact with a game in 15 seconds. It is not a finished ad: placeholder art, a long bug list, mobile-only. Its job is to set a direction, one proposition for how a player might enter the game.

Default is 8 per brief, produced like a writer's drafts — deliberately different readings of the same brief. The client picks four to six. Each concept is $250.

Tap any preview to play it right here on the page. You can also scan the QR code to launch it on your phone, or open it full screen.

Miku Colorful Stage

Rhythm · Music

QR code to play Miku Colorful Stage on your phoneScan to play on your phone
Open full screen

Sonic Forces Runner

Endless runner

QR code to play Sonic Forces Runner on your phoneScan to play on your phone
Open full screen

Puyo Puyo Puzzle

Match · Combo

QR code to play Puyo Puyo Puzzle on your phoneScan to play on your phone
Open full screen

Samba de Amigo

Rhythm · Party

QR code to play Samba de Amigo on your phoneScan to play on your phone
Open full screen

Cyberdino

Arcade · Action

QR code to play Cyberdino on your phoneScan to play on your phone
Open full screen

Snipers Duel

Shooter · PvP

QR code to play Snipers Duel on your phoneScan to play on your phone
Open full screen

Cubes 2048

Merge · Casual

QR code to play Cubes 2048 on your phoneScan to play on your phone
Open full screen

Capybara Clicker

Idle · Clicker

QR code to play Capybara Clicker on your phoneScan to play on your phone
Open full screen

Stage Two · Polish

The selected concepts become real ads.

The second week closes the distance between a proposition and a shippable ad. The layout is made to adapt cleanly between portrait and landscape. The bug list is hunted to zero across the supported networks. The end card routes to the correct App Store region. One round of client revision is included, and further rounds are billed at $75 each.

The ad networks.

Mobile advertising is distributed through a small number of networks. Meta, Google Display, TikTok, Unity Ads, and AppLovin together take the majority of UA budgets. Each one accepts playable ads under its own format constraints and SDK conventions. A polished production ships conforming bundles for every network the client runs.

NetworkMax sizeFormatCTA method
Meta (Facebook & Instagram)2 MBSingle HTMLFbPlayableAd.onCTAClick()
Google Display Network150 KBHTML5 ZIPwindow.open(clickTag)
Google App Campaigns5 MBHTML or ZIPExitApi.exit()
TikTok Ads5 MBSingle HTMLmraid.open(url)
Unity Ads5 MBSingle HTMLmraid.open(url)
AppLovin5 MBSingle HTMLmraid.open(url)
ironSource5 MBZIPdapi SDK
A concept is a proposition. A polished production is an invoice line item. The distinction matters, and it is what the second week is about.

Each polished production is $750 and is typically completed within four working days. A typical engagement carries six concepts through to production. Final deliverables include every file the ad network requires: the HTML5 bundle, the thumbnail, the icon, the metadata manifest, and a preview link.

Stage Three · Scale & hyperlocalize

The third week delivers the fleet.

A polished production is one creative surface. A campaign needs many, for reasons that are arithmetic rather than aesthetic. Meta exposes 200+ audience attributes. Google Ads layers in-market and affinity segments on top. TikTok targets by interest cluster and behavioral signal. Each cell in that matrix is a different person: manga lovers, Vocaloid kids, runners, K-pop fans. Each one gets an ad of their own.

So each production is rerendered per segment. The game loop stays constant. Music, sound effects, palette, copy, cultural references, and pacing are all rebuilt. Translation is only a part of what changes. The full variable is the feel of the ad, and every variant is checked by a native speaker.

Read the diagram top down. One polished production fans out to six targeting segments, and each segment receives its own localized creative. Tap any phone to play it, or scan the QR to launch it on your device.

Polished production · $750

Hatsune Miku: Colorful Stage

The generic playable. Vocaloid palette, English copy, a universal J-pop track. One core loop — the seed for every variant below.

🇯🇵

JP female 18-34

Anime · Vocaloid · Sakura window

🇰🇷

KR + SEA 16-30

K-pop fandom · Comebacks

🇨🇳

zh-CN urban 18-35

Holographic idol · CNY

🇫🇷

FR + BE + QC

Nostalgic anime · Paris Fashion

🇬🇧

UK + IE 18-30

Anime × garage · MCM Comic Con

❄︎

Global EN + LATAM

Holiday UA blitz · December

🎌 Tokyo sakura

QR code to play Tokyo sakura variant Open full screen

🇰🇷 K-pop arena

QR code to play K-pop arena variant Open full screen

🏮 Lantern festival

QR code to play Lantern festival variant Open full screen

🇫🇷 Belle Époque

QR code to play Belle Époque variant Open full screen

🇬🇧 London garage

QR code to play London garage variant Open full screen

❄︎ Winter Jingle

QR code to play Winter Jingle variant Open full screen

The number of variants a client orders depends on the number of audience segments in the targeting plan. Sixty is typical for a single-franchise campaign running in twelve locales with a light seasonal overlay. Two hundred is not unusual for a multi-franchise seasonal push across a full year. The $250 rate holds at scale: the thirtieth variant costs the same as the two-hundredth.

The rates

Flat unit prices, published.

Every engagement is built from the lines below. Nothing is quoted differently for a first client or a tenth. Nothing is billed at scale that was not agreed at kickoff.

UnitRateWhat it is
Concept
Stage One
$250A rough playable prototype built in the AI pipeline. Different mechanic per concept. Delivered with a preview link. Not finished — the point is range.
Polished production
Stage Two
$750A concept taken to network-ready state. Portrait and landscape layouts. Tested against Meta, Google Display, TikTok, Unity Ads, AppLovin. One revision round included.
Localized variant
Stage Three
$250A complete rerender of a polished production against a new targeting segment. Music, visuals, copy, cultural register rebuilt. Native-speaker QA included.
Video cut
Add-on
$100Square, portrait, or landscape video version of any polished production, rendered at 1080p and compressed per network specification.
Non-mobile banner
Add-on
$100Standard Google Display units — 300×250, 728×90, 970×250, 160×600, 320×480 — built from the polished production assets.
Revision round
Add-on
$75Each asset includes one round of client revision. Additional rounds are billed at this rate.

Engagements

Three ways to start.

An engagement begins with a contract against an agreed package. Payment is typically 50% at kickoff and 50% on final delivery. The minimum engagement is $25,000.

Pilot

from $25K

≈ 100 playable ads delivered

Test the format. Find a winner.

  • 8 concepts
  • 4 polished productions
  • ~80 localized variants
  • 4 video cuts + 4 Google Display banners
  • Asset matrix CSV + MMP wiring

For studios validating playables as a UA channel for one franchise.

Scale

Quoted on brief

Volume scoped per program

A creative line for a full year of UA.

  • 4–6 franchises in parallel
  • 10–15 locales
  • Seasonal calendar with refresh cycles
  • Dedicated producer
  • Multi-franchise asset matrix

For publishers running a multi-franchise UA program across a full year of seasonality.

Book a call

The cadence

Three weeks, Monday to Friday.

Week One

Concepts

8 concept prototypes delivered via preview links. The client reviews and selects between 4 and 6.

Week Two

Polished production

Selected concepts brought to network-ready state. Layouts adapted, bugs closed, sound finalized, SDKs wired.

Week Three

Scale & deliver

Localized variants, video cuts and banners shipped to the client's ad platforms. Native-speaker QA on each variant.

Tracking & measurement

Built to drop into your existing UA stack.

Every asset is wired for the standard mobile measurement layer: AppsFlyer, Adjust, Singular, Kochava via SDK or postback, with click-tracking macros for Meta, Google Ads, TikTok, Unity Ads and AppLovin. Network-side specs (FbPlayableAd.onCTAClick(), mraid.open(), ExitApi.exit(), clickTag) are implemented per delivery target, not retrofitted at handoff.

For each campaign cycle the Studio delivers an asset matrix CSV that drops directly into the client's ad-ops tooling, with one row per variant covering network IDs, locale, segment, dimensions, postback config and SHA-256. We do not buy media and we do not own attribution. The data lives in the client's MMP, dashboards, and stack.

About Alconost

An ads pipeline twenty-one years in the making.

For 21 years Alconost has helped companies enter new markets and win users in them, first through localization and then through the multilingual creative built around it. Localization is the spine of that work: hundreds of game titles, hundreds of clients, 120 languages, 700+ in-house linguists, and dozens of native voices per release.

In 2012 the same line learned to render motion. Alconost Video added trailers, gameplay cuts, App Store and Google Play videos, UA pre-rolls, animated explainers, voice-over, and dubbing, reaching 1,100+ videos for 250+ studios. By the time playable ads arrived, the studio was already producing ad creative for some of the world's biggest mobile-game publishers in dozens of languages a week.

700+Linguists, in-house
120Languages shipped
21 yrOn the production line
1,100+Ad videos shipped since 2012

From localization, to motion, to interaction.

Playables (2025) is the third move on the same rails, with the same in-house linguists, the same editorial QA, and the same asset-handling discipline. A playable fills the gap a trailer leaves: what a viewer can see but cannot touch. Localization gave us the production line. Video taught us motion, sound, and timing. Playables turn all of it interactive, aimed from the start at one target: a player tapping install.

Appendix · Playable portfolio

Action, puzzle, word — the genres we've shipped.

Stage One prototypes from prior briefs. Rough by design, mobile-only, mechanic-first. Each becomes a network-ready, multi-layout, fully-localized playable ad once polished in Stages Two and Three. Tap any preview to play it here, or scan the QR to launch it on your phone.

Action

Fixies Simka

Tower defense

QR code to play Fixies Simka on your phoneScan to play on your phone
Open full screen

Italian Brainrot Clicker

Clicker · Meme

QR code to play Italian Brainrot Clicker on your phoneScan to play on your phone
Open full screen

Spiderdoll

RPG · Idle

QR code to play Spiderdoll on your phoneScan to play on your phone
Open full screen

Johnny Jetpack

Jetpack · Reflex

QR code to play Johnny Jetpack on your phoneScan to play on your phone
Open full screen

Basketball Orbit

Sport · Arcade

QR code to play Basketball Orbit on your phoneScan to play on your phone
Open full screen

Space Waves

Arcade · Tilt

QR code to play Space Waves on your phoneScan to play on your phone
Open full screen

Castle Busters

Casual · Bash

QR code to play Castle Busters on your phoneScan to play on your phone
Open full screen

Sonic Forces Runner

Endless runner

QR code to play Sonic Forces Runner on your phoneScan to play on your phone
Open full screen

Puzzle

Magic Sort

Sort · Puzzle

QR code to play Magic Sort on your phoneScan to play on your phone
Open full screen

Liquid Factory

Liquid sort

QR code to play Liquid Factory on your phoneScan to play on your phone
Open full screen

Pipe Connect

Connect · Puzzle

QR code to play Pipe Connect on your phoneScan to play on your phone
Open full screen

Match Villains

Match-3 · Casual

QR code to play Match Villains on your phoneScan to play on your phone
Open full screen

Word

Wordscapes Solitaire

Word · Solitaire

QR code to play Wordscapes Solitaire on your phoneScan to play on your phone
Open full screen

Letter Fizz

Word · Spelling

QR code to play Letter Fizz on your phoneScan to play on your phone
Open full screen

Mecha Anime

Letter Fizz · skin

QR code to play Mecha Anime on your phoneScan to play on your phone
Open full screen

Cozy Garden

Letter Fizz · skin

QR code to play Cozy Garden on your phoneScan to play on your phone
Open full screen

Ready to build a fleet?

Tell us about your game and your markets, and we'll come back with concepts.

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