Creating Game Graphics-Based Advertising Creatives
We create advertising creatives using your game's graphics. A static screenshot in Meta Ads yields a CTR of 0.5–1.2%, while a video creative with gameplay and professional editing reaches 3–6% — videos outperform static banners by up to 5 times in CTR. That three-to-five times difference translates directly into savings on your ad budget. We specialize in maximizing returns from your graphics: selecting the right format, tweaking framing, adding hooks and subtitles for each platform.
Building a working creative is not just cutting gameplay footage. You need to know each platform's technical limits, how to prepare scenes without UI, set lighting and post-processing. We have dozens of successful projects behind us—from hyper-casual games to midcore RPGs. We guarantee every creative passes moderation and is optimized for the target audience.
How do we obtain source material for creatives?
There are three ways to acquire graphics: gameplay recording, engine rendering, and static assets. We combine them based on the task.
Gameplay recording is the fastest route. We use Unity Game View Recorder or native screen capture on the device. But UI, HUD, and coin counters in the recording distract focus. The solution: a dedicated ad scene in Unity where UI is disabled and gameplay runs under controlled conditions. This is standard among major mobile publishers.
Engine rendering is for showcase shots without gameplay. In Unity, we use Timeline + Cinemachine with separate lighting and Post-processing Stack maxed out—Bloom, Depth of Field, Color Grading. We employ a custom tonemapping curve and HDR rendering, outputting at 4K resolution then downsampling to reduce noise, achieving quality far beyond real-time.
Static assets—PNG sprites, UI elements, backgrounds—are compiled in Photoshop or After Effects for banners and GIF animations. Formats for Meta/Google Ads: 1080×1080, 1080×1920, 320×480, 728×90. We prepare each size individually—auto-scaling produces poor quality.
What creative formats are used for each platform?
For Meta Ads (Facebook/Instagram), the key format is vertical video 9:16 up to 15 seconds with a hook in the first 3 seconds. The hook is a moment that sparks a question or surprise: an unusual situation, a fail moment, an unexpected effect. Most viewers watch without sound—subtitles are mandatory.
For Google UAC, you upload a set of assets: videos of different formats, static images, texts. The algorithm tests combinations. Minimum: 5 videos, 5 images of different formats. More variations lead to better optimization.
For TikTok Ads: native vertical content mimicking user videos. Overly polished editing performs worse than real phone-recorded footage with live commentary.
Playable ads—interactive HTML5 mini-games inside the ad. Built on Cocos Creator or pure JavaScript, WebGL, size up to 5 MB. Production is 3–5 times more complex, but CTR and install rate are higher for a properly made playable. We use them for hardcore and midcore games.
| Format |
Typical CTR |
Production Complexity |
| Static banner |
0.3-0.8% |
Low |
| 15-second video |
1.5-4% |
Medium |
| Playable ad |
2-6% |
High |
Our playable ads achieve 2-6% CTR, which is up to 4 times higher than static banners. Our pipeline reduces production time by 20-30% compared to standard workflows.
Included Deliverables
- Source files for all creatives (Premiere/Photoshop projects, templates).
- Adaptation to all popular platform formats.
- A/B testing of 5–10 concepts with a report. We use the Fisher exact test to determine statistical significance at a 95% confidence level, and a multi-armed bandit approach for dynamic budget allocation based on real-time CTR.
- Consultation on creative optimization based on metrics.
Technical Production Pipeline
A standard pipeline for a studio producing creatives systematically:
- Session Capture – record 10–20 game sessions in the ad scene, varying conditions (win, loss, rare events).
- Trimming and Selection – from 30 minutes of footage, select 3–5 minutes of useful material.
- Editing – Adobe Premiere or DaVinci Resolve. Fast editing (cut on beat), text overlays, arrow pointers, music. Videos are encoded in H.264 at 25 fps with a variable bitrate target of 5 Mbps for 1080p, using a constant rate factor of 18 for maximum quality.
- Export – H.264, different resolutions per platform, with and without subtitles.
- Static Formats – done concurrently in Photoshop using templates.
For automation of variations, we use After Effects Expressions or Figma with the Automator plugin—replacing texts, colors, characters within a template.
Creative Testing and Optimization
No test means no working creative. Methodology: 5–10 conceptually different variants in the first week, then scaling the 2–3 winners. Meta Ads Manager shows CTR, CPI, IPM (installs per mille) per creative. IPM is calculated as (installs/impressions)*1000; we compare against industry benchmarks: for hyper-casual, IPM > 3 is good; for mid-core, IPM > 1 is acceptable. We stop anything with IPM < 1.5 for casual, < 0.5 for midcore. Replacement cycle: 30–50% of creatives every 2–4 weeks due to audience fatigue. For reference, industry standards are cited in the Meta Ads Official Help Center.
We analyze metrics according to the recommendations of Meta Ads Manager.
| Creative Type |
Production Time |
| Set of static banners (6–8 formats) |
2–4 days |
| Video creative (15 seconds, 3 formats) |
3–7 days |
| Playable ad (HTML5, basic gameplay) |
2–4 weeks |
| Full UA launch package (video + static + A/B variants) |
2–3 weeks |
Pricing is determined individually. A typical set of 6 static banners starts at $500, and a full UA launch package from $3,000. For a typical UA package costing $3,000, a 25% time saving translates to approximately $750 in reduced labor costs. We'll evaluate your project within 1–2 days.
Why Choose Us
Over 5 years in the game dev market. We've delivered creatives for 30+ projects—from hyper-casual to RPGs. We use a proven pipeline that cuts production time by 20-30%. We guarantee moderation approval. Contact us for a consultation and get examples tailored to your niche.
Examples of Our Work
Upon request, we provide a portfolio of creatives for games across various genres.
Game Support and Development Services
Release is not the final build — it's the start of a continuous support system. In our practice, 80% of projects without live ops lose up to 30% of their audience in the first two weeks: crash rates above 1%, onboarding drops 40% of new players, and content updates get stuck in store review for 3–4 days. We solve this with Remote Config, crash reporting, and A/B testing. With over 8 years of experience in mobile game live operations, we've supported 40+ titles and helped reduce post-launch churn by an average of 25%. Assessing your project's current state takes one day — contact us to schedule an audit.
What game support problems do we solve?
Problems we tackle include retention drop, content fatigue, and technical debt. Without analytics-driven onboarding, D1 retention falls to 45%. We rebuild tutorials: reduce steps from 10 to 4, add a skip option for returning players — result: +18% D3 retention. If new content isn't released every 2–3 weeks, D30 retention drops by 25%. We introduce seasonal events via Remote Config without a new build. Migrating to Unity 6 LTS from an older version lowers FPS bugs by 30%, but requires SDK updates (Firebase, Adjust, AppLovin). Delaying leads to publishing blocks from outdated libraries — we've seen it happen on projects using SDKs older than two years.
Why live ops matters for post-launch support
The ability to change game behavior without re-releasing the app is the foundation of modern post-launch strategy. A well-structured pipeline allows you to adjust balance, enable events, or test new monetization mechanics in 15 minutes without touching the build. Over the years, we've moved from store-based hotfixes to a full live ops architecture that saves up to 30% of time on content updates. According to Firebase official documentation, proper Remote Config setup can reduce update cycles from weeks to hours. (As noted on Wikipedia, Remote Config is used by thousands of mobile games globally for dynamic control.)
Remote Config Architecture
A typical setup:
Dashboard / CMS
↓
Remote Config Provider (Firebase / PlayFab)
↓
Game Client (fetch on session start + periodic polling)
↓
Local Cache (fallback when no network)
Firebase Remote Config is the most common solution for mobile games. Keys are stored in the console; the client fetches them on session start via RemoteConfig.FetchAndActivateAsync(). Important: Firebase caches values for 12 hours by default — in production you must explicitly set minimumFetchInterval. For live events we use minimumFetchInterval = 0 with manual client throttling. See Firebase Remote Config documentation on Wikipedia for details.
PlayFab offers Title Data, Player Data, and CloudScript — great for server-side purchase validation, player progress storage, and A/B testing segments. If your game has a server component (PvP, leaderboards, inventory), PlayFab often provides more value overall.
Typical Remote Config Key Structure
| Key |
Type |
Example Value |
event_halloween_active |
bool |
true |
event_halloween_end_ts |
long |
1730332800 |
iap_sale_multiplier |
float |
2.0 |
tutorial_skip_enabled |
bool |
false |
daily_reward_sequence |
JSON |
[10, 20, 50, 100, 200] |
ads_interstitial_cooldown_sec |
int |
120 |
Store only what actually changes. Gameplay constants untouched for a year are not candidates.
Comparison: Firebase Remote Config vs. PlayFab Title Data
| Criteria |
Firebase Remote Config |
PlayFab Title Data |
| Max key size |
64 KB (total limit) |
1 MB per key |
| Data types |
primitives + JSON |
strings (JSON inside) |
| A/B testing |
built-in (Firebase A/B Testing) |
via CloudScript + segments |
| Free limit |
10M requests/month |
unlimited for basic calls |
| Offline support |
12-hour cache |
1-hour cache (configurable) |
How does Remote Config speed up content delivery?
A/B tests via Firebase allow you to segment users and collect statistics on D1/D7 retention, revenue, and custom events. Each user is consistently assigned to a group based on Installation ID. If the test affects monetization, we verify via Unity Analytics that purchase distribution is random. Average D7 retention increase after implementing such tests is 12%. Compared to manual app-store rollouts, Remote Config is 4x faster for publishing new events — hours instead of days. That translates to roughly $2,500–$4,000 monthly savings on content update cycles.
How do we monitor game stability?
Without crash reporting, you learn about critical bugs from reviews, not from a dashboard. Firebase Crashlytics is the standard for mobile games. It integrates via Firebase SDK and automatically captures unhandled C# exceptions and native crashes (including IL2CPP).
Key metrics we monitor daily:
- Crash-free users rate: should be above 99.5% for a stable project.
- ANR rate: a common issue with heavy loads on the main thread.
- Top crashes by affected users — not by total events.
For projects with native code or complex C++ components (Unreal, custom plugins), we also use Backtrace — it decodes symbols better for native crashes. For Unity projects, we enable Unity Cloud Diagnostics for additional engine error context.
Analytics and Content Iteration
We use Unity Analytics (formerly Unity Gaming Services Analytics) for funnel tracking. For more complex scenarios, we build a custom event pipeline sending to BigQuery or ClickHouse. Minimum event set:
-
session_start / session_end
-
level_start / level_complete / level_fail
-
tutorial_step_N
-
iap_purchase / ad_watched
-
feature_unlocked
This data shows where the audience drops off, which content underperforms, and where to invest next update efforts.
How to implement live ops: step-by-step plan
-
Audit current state: Analyze crash-free rate, retention, build performance. Identify the tightest bottlenecks.
-
Set up Remote Config: Integrate Firebase or PlayFab, create key schema, configure polling.
-
Implement crash reporting: Integrate Crashlytics, set alerts for crash-free rate below 99%.
-
Launch A/B tests: Start with simple experiments (reward balance, ad frequency), monitor metrics.
-
Regular content sprints: Every two weeks: adjustments based on analytics, new events, optimizations.
Work process and timeline
For projects on support, we use a dedicated rhythm: weekly metric reports, 2-week sprints for content updates, an on-call engineer for critical bugs with SLA up to 24 hours. All changes pass through a staging environment before deploying to production — both Remote Config and code changes.
Live ops implementation takes 2 to 4 weeks depending on complexity and current architecture. Cost is calculated individually, but average monthly savings on content updates range between $2,500 and $4,000 compared to traditional hotfix cycles. Typical live ops setup investment is between $3,000 and $8,000. We guarantee deadlines and transparent pricing — order an audit of your project and we'll provide an estimate within one day. Contact us to get started.
What you get: deliverables
After the engagement you receive:
- Documented Remote Config key schema with version history
- Crash analytics dashboard (Firebase or Backtrace) with alert rules
- Tutorial rewrite report and updated onboarding funnel
- A/B test design with success metrics and monitoring plan
- Access to staging environment and deployment scripts
- 2-week handover session with your team, including runbook for common issues
Common pitfalls we avoid: storing too many keys in Remote Config (keep only dynamic values), forgetting to set minimum fetch interval (leads to wasted quota and stale data), not testing Remote Config changes against offline scenarios (crash on first session), combining A/B test segments with unrelated features (pollutes results), delaying crashlytics integration until after launch (we install it during pre‑production).
Need game support that actually retains players? Request a free audit by email or through the website form — we'll advise on any technical questions.