Playable Ads
End-to-end 2D & 3D playables with Luna Playable and Cocos Creator — concept, prototype, A/B variants, optimize, release.
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Senior Playable Ads Developer aka Wi
I build high-performing 2D & 3D playable ads for user acquisition — from concept to prototype, polish, optimization and release.
30 playable ads shipped. Click "Play" to try them directly in your browser.
Playable ads for UA teams — fast to load, smooth to play, built to convert.
End-to-end 2D & 3D playables with Luna Playable and Cocos Creator — concept, prototype, A/B variants, optimize, release.
Unity ShaderLab/HLSL → Cocos Effects/GLSL conversion, draw-call batching, atlasing, memory and load-time tuning.
Build tools for Cocos Creator 2.4 → 3.8 and HTML5 games shipped to GameDistribution, CrazyGames and more.
Engines, languages and tools I use to ship high-performing playables.
Templates, lifecycle, packaging and tracking hooks for Luna playables.
Cocos Creator 2.x / 3.x — scene architecture, prefabs and asset pipeline.
Typed, maintainable gameplay code that ships fast and stays small.
Unlit/basic lighting, masking, dissolve/outline, UV animation — performance-friendly effects.
Tools & Workflow
Targets every playable is built and profiled against — batching, atlasing, memory and loading strategy.
A playable is only as good as its numbers. I build with UA metrics in mind, test variants, and review gameplay against a clear rubric.
Installs per Mille
installs ÷ impressions × 1000The north-star for UA: does the playable actually turn views into installs?
Click-Through Rate
clicks ÷ impressionsHow strong the hook and end card are at pushing players to the store.
Conversion Rate
installs ÷ clicksWhether the ad sets honest expectations of the real game, or just baits clicks.
First-interaction rate
players who interact ÷ startsIs the first 3 seconds clear enough that players touch the screen at all?
End-card reach
reached end card ÷ startsTells me if difficulty and pacing keep players in until the CTA.
Step-by-step funnel
tracking events per stepPinpoints the exact moment players leave, so fixes target the real problem.
01Analyze
Read IPM / CTR / funnel data per network and variant.
02Hypothesize
Find the weak point: hook, tutorial, difficulty or CTA.
03Build variants
Ship V1 / V2 / V3 that change one thing at a time.
04A/B test
Run variants side by side with tracking hooks on every step.
05Iterate
Keep the winner, feed the learning into the next concept.
How I weigh each criterion when reviewing a playable before it ships.
4+ years building playable ads for UA teams — from developer to leading playable development.
contact
Open to full-time, contract and freelance playable ads projects.