Playable ads · Mini-games · Gamified campaigns

Marketing that earns a coin.

Nothing hooks a thumb like a game. We build playable ads for Meta and TikTok, branded mini-games for product launches, and gamified campaigns that keep people coming back for the next level. HTML5, mobile-first, AI-assisted — shipped in 2–4 weeks, not 2 years.

✓ Playable ads · HTML5 · IAB specs✓ Branded mini-games · web + mobile✓ AR lenses (Meta · Snap · TikTok)✓ Leaderboards · rewards · lead capture
Best fit

Teams with a real offer, a real budget, and real growth pressure.

  • Founders who need pipeline, not just prettier reporting.
  • Brands ready to ship strategy, creative, ops, and measurement together.
  • Marketing teams that want AI leverage without losing human judgment.
Not a fit

Probably not us if the brief stops at vanity metrics.

  • Traffic-for-traffic's-sake buying process.
  • Content mill expectations with no strategy underneath.
  • No data access, no feedback loop, no appetite to change what is leaking.
On the first call

You get the sharpest place to start.

  • What channel or system we’d attack first.
  • What success would actually look like.
  • A direct answer on fit, pace, and next move.
What you get

Attention that compounds into conversions.

A playable ad holds someone for 40+ seconds. A mini-game brings them back 3× a week. A leaderboard turns your best customers into evangelists. Games do things other formats can't.

38s

Average time-in-ad

Our playable ads average 38 seconds of engagement — 12× the best-case static ad and 4× the best video. People finish the level, then click the install.

6.4×

CTR vs. static creative

Playables beat static ads on click-through by an average of 6.4× in the campaigns we've run. Because of course they do — it's a game, not a screenshot.

3.1×

Return visits per week

A branded mini-game brings the average player back 3.1 times per week. You own that attention — no auction, no algorithm, no ad spend on retention.

14–28d

Concept to live

A single playable: 2 weeks. A full branded mini-game with leaderboard and rewards: 4 weeks. We do not take six months to ship a web game — we build on proven engines.

Our AI crew

Four AI agents on every game.

Art, level design, copy, QA — the agents handle the asset grind. Our game designers handle the fun.

Sprite Agent
##art ·24/7
generating 40 enemy sprites in your brand palette
MidjourneyStable DiffusionPhotoshop
Level Agent
##levels ·24/7
balancing difficulty curve across 12 levels
ClaudeUnityPlayCanvas
Copy Agent
##strings ·24/7
localizing UI strings · EN → 8 languages
GPT-5Claudei18n pipeline
QA Agent
##bugs ·24/7
running 2,400 automated playthroughs · flagging 3 issues
PlaywrightGameCISentry
How we ship a game

Two weeks for a playable. Four for a full mini-game.

Real timelines. We build on proven web-game engines (PlayCanvas, Phaser, Unity WebGL) so we start week one already running, not architecting.

01

Week 1 — Concept & hook

60-minute call. We sketch the game mechanic on a whiteboard, agree the one thing it has to do, and lock a visual direction. By Friday you have a clickable prototype.

02

Week 2 — Build

Core loop, levels, scoring, win-state. Our game designer drives; AI handles art generation, level balancing, and copy. You play an alpha mid-week.

03

Week 3 — Polish

Audio, particle effects, tutorial, localization. All the 10% that takes 90% of the shine. Leaderboard and reward integration if the scope calls for it.

04

Week 4 — Launch

Deployed to your web domain, packaged as IAB-spec playable ad, exported for Meta / TikTok / Google. App Store submission if native. We monitor crash-free rate in production.

05

Ongoing — Seasons

New levels, themed skins, events — monthly or quarterly. A game isn't a launch, it's a product. We stay on to run it, or we hand you the source.

Pricing

Scoped per game. No ongoing license tax.

Below are most-clients ranges. Complex 3D games, native-app scope, or licensed IP quoted after a brief call. Everything ships with source code — you own the game.

Playable ad · 15–60s · one mechanic from $2.5k
Branded mini-game · web · leaderboard from $6k
Gamified campaign · multi-level · rewards from $15k
Native mobile game · App Store ready from $25k
Every game includes source (Phaser / PlayCanvas / Unity project), art assets, and one round of balance tuning. Extra languages: $120/locale. Monthly retainer for seasons/events from $2k/mo.
Questions worth asking

The short version.

Do you build original engines or use existing ones?

Existing. We ship on PlayCanvas, Phaser, and Unity WebGL — all battle-tested for web and mobile. Writing a custom engine for a marketing game is how projects die. We use the tool that gets the game in front of players fastest.

Can you make something that works as both a playable ad and a full game?

Yes — that's the sweet spot. We architect the core loop so a 30-second slice runs as a playable ad on Meta/TikTok, and the same build extends to a full web experience on your site. One production, two deliverables.

What about rewards, leaderboards, and lead capture?

All in scope. Leaderboards with Supabase, reward codes synced to Shopify/HubSpot, email capture on game-over, Stripe tied to cosmetic unlocks — whatever your mechanic calls for. Privacy-respecting, GDPR-compliant.

Do games pass the App Store / Play Store review?

If it's in scope, yes. We've shipped native builds via Capacitor and Unity to both stores. Review times are the usual 1–7 days; we handle the submission package, screenshots, and copy. We don't sneak gambling mechanics through — so no surprises.

Can you work with our existing brand, characters, or IP?

Happily. If you have a brand guideline, a mascot, or licensed characters, we design the game inside those constraints. If not, our Sprite Agent + art director can build the look from scratch in your palette.

Is it fun? Honestly.

If it isn't fun, the metrics don't work — so we playtest relentlessly. Our game designer and three playtesters (actual humans, not agents) hit every build. If a level isn't landing, we cut it. Bad fun is the one thing we won't ship.

You have a brand people could play with

Let's design the mechanic.

Book a 30-minute call. Bring the product, the audience, and a vibe — not a brief. We'll sketch the mechanic on a whiteboard, tell you what it'd cost, and whether it's worth making.