Your art style. Your characters. Your world.
Layer agents study your style guide before they touch a single mechanic — so every playable looks and feels like your game, not a generic template.
You already know playable ads work. The problem has always been making enough of them, fast enough, at a cost that doesn’t require a dedicated team per title.
Create a playable nowTrusted by teams at




The agent built every one of these from the ask beside it. All 24 are the real builds, running right here. Pick one, then press it to play it and read exactly what it was handed.
Forge the table kit for Coco's VIP Challenge — the dealer, the felt and the lounge, keeping the warm club lighting. Then build it into a playable: blackjack, five hands to unlock the VIP lounge.Forge the shop kit for Alchemy Shop Tycoon — the recipes, the upgrades and the rare orders, keeping the gilded purple UI. Then build them into a playable: idle tycoon, a gold goal to clear, the alchemy counter.Forge the kit for Astro Meow — the cat, the block grid and the orbital HUD, keeping the neon pixel look. Then build it into a playable: drag to aim, release to fire, eighty per cent of the cat to destroy.Forge the run kit for Bio-Core Purge Run — the ship, the pods and the core, keeping the bio-luminescent dark. Then build it into a playable: hold to charge, release to burn, twenty enemies to the core.Forge the spell kit for Cozy Witch — the witch, the sigils and the cauldron corner, keeping the warm violet cottage light. Then build it into a playable: cast on the beat, heat and focus to balance.Forge the reel set for El Dorado Spins — the idols, the glyphs and the gilded frame, keeping the jungle-gold look. Then build it into a playable: five reels, a bank to build, the jackpot at the end.Forge the dungeon kit for Goblin Depths — the goblins, the torch-lit stonework and the loot, keeping the ink-and-moss palette. Then build it into a playable: crawl the depths, vitality to spend, the arch at the end.Forge the village kit for Hold the Village — the huts, the militia and the tree line, keeping the painted top-down look. Then build it into a playable: tower defence, one lane, the village to hold.Forge the counter for Merge Keys — the moon coins, the herbs and the three waiting customers, keeping the carved apothecary woodwork. Then build them into a playable: merge, orders on the board.Forge the compact kit for Mini Molly: the pool deck, the palm trees and the charm-shaped tiles, keeping the pastel-lilac compact-mirror look. Then build it into a playable: match-3, clear the jelly, eighteen moves.Forge the reel set for Purple Nile — the lotus, the scarab and the cat goddess, keeping the lapis-and-gold temple look. Then build it into a playable: five reels, the spin, the balance on the water.Forge the restoration kit for Restore the Lobby — the furnishings, the fittings and the grand hotel frontage, keeping the warm brass-and-marble look. Then build it into a playable: merge to restore, one lobby to bring back.Forge the rune set for Rune Blast — the four rune stones, the blast charges and the locked board tiles, keeping the carved arcane relief. Then build them into a playable: match‑3 blast, eight moves, the enchanted board.Forge the marsh kit for Shellback Marsh — the shellback, the horde and the reed beds, keeping the pixel-soft wetland palette. Then build it into a playable: evolve or be eaten, one marsh to survive.Forge the beach kit for Summer Cannon Blast — the cannon, the ring stack and the shoreline, keeping the bright holiday palette. Then build it into a playable: aim and fire, one stack to clear.Forge the scene set for The Unwritten Check-Out — the rooms, the rain and the one figure in them, keeping the muted film-still palette. Then build it into a playable: interactive fiction, a choice per beat.Forge the terrarium kit for Tiny Worlds — the flora, the creatures and the glass, keeping the lamplit miniature look. Then build it into a playable: drop and merge, one world to grow under glass.Forge the relic set for Treasure Tales — the heirlooms and the mansion rooms, keeping the stained-glass gothic light. Then build it into a playable: roam the mansion, tap each relic on the list.Forge the station kit for Winter Camp — the hearth, the tents and the ice pack, keeping the flat-shaded low-poly look. Then build it into a playable: low‑poly 3D, one camp to hold.Forge the flight kit for Moonlight Broom Dash — the witch, the moon shards and the bramble hazards, keeping the painted violet nightscape. Then build it into a playable: endless runner, three lives, the road to the castle.Forge the icon set for Wizard’s Spellbook — the potion shelf plus the key, scroll and hat to hunt, keeping the inked grimoire pages. Then build them into a playable: hidden‑object, a 24-second timer, the open spellbook.Forge the tile set for Word Swap — the letters, the locks and the board chrome, keeping the deep violet look. Then build it into a playable: swap neighbours to spell, chains for the combo.






















A game title, a screenshot, a gameplay clip, your own reference set — the agent builds from whatever you hand it.
Name a gameA store link, or just the title
Show an imageA screenshot or a piece of key art
Share a videoA gameplay clip
Reskin your playableUpload the HTML you already shipTake your time — every one of these was built in the frame above. Hover any card and it plays where it stands. Press one to play it beside the run that made it.
















































Six reasons studios build their playables here.
Layer agents study your style guide before they touch a single mechanic — so every playable looks and feels like your game, not a generic template.
Play it, Tweak™ it, and fine-tune difficulty, pacing, and gameplay instantly — or simply tell the Agent what to change. Keep iterating until your playable is exactly right.
Retexture, retune, and reskin what’s already performing — or build something new on top of it. Your call, your timeline.
When a playable needs more than a visual refresh, Layer designs and builds the mechanic itself — new obstacles, new win conditions, new hooks.
50+ years of collective game development experience on our team. The pacing, the fail states, the first-move feel — all of it goes into every playable Layer makes.
Trends surfaces what’s converting across ad networks right now — without leaving the platform. Create with context, not guesswork. Contact your Layer rep for access.
Four stages, no handoffs
“Make me a playable ad for my match-3 game”
Discover
Research agent
Competitors found
Top-10 match-3, tier 1
Fast-rising challenger
Puzzle-story hybrid
Ideation agent
Rescue before the water rises
Fail-state renovation reveal
One-move puzzle taunt
Hypothesize
UA analyst
Hypotheses
Produce
Game designer
Art director
Technical art
Your reference sets
Art, video, game content and brand rules, remixed on your style — not a generic look.
Remixed into one build
Shipped
Ad copy
“Can you clear the board before the water wins?”
“Only 4% finish level one. Try it.”
MKok this ad is actually a GAME? I played the whole thing before I even downloaded it
JDsame, I replayed the water level like four times
ARwhoever made this ad, thank you, I’m installed and obsessed
“Anyone building a mobile game and not using Layer is 2.5 steps behind.”
Matej LancaricUA & Playables Expert · two & a half gamersThree steps from brief to network-ready file. For the message behind each build, see the playable ad examples.
A URL, a prompt, a gameplay video, a reference set — whatever you have, start there.
You play what comes back and tell it what to change. Rinse until it’s right.
Network-compliant output ready for AppLovin, Meta, TikTok, Google UAC, and more.
The questions studios ask before their first build.
AppLovin, Meta, TikTok, Google UAC, Unity, ironSource, and all major MRAID-compatible networks. Layer exports to network spec automatically.
First version in minutes. Refinement is conversational — most studios get to a publish-ready playable in a single session.
Yes. You can provide a reference set with your unique IP — art, characters, UI elements — and the Layer agent builds against it.
HTML5 (MRAID-compliant) for playable ads. Video and static variants can be generated from the same playable for creative consistency across formats.
Yes. Creating an account is free and comes with a one-off grant of Creative Units — enough to build a real playable before you subscribe. It is not a time-limited trial and it does not expire into a locked account.
No new pricing to learn. Playable ad creation is included in your current Layer plan — no add-ons, no per-export fees.
Platform policies have tightened on this — the mini-game should be a meaningful, accessible part of your in-app experience, not a single hidden screen. Layer builds real, playable mini-games designed to meet that bar. We recommend discussing your specific situation with your legal and UA teams.
The design of the mini-game — fail states, retry loops, difficulty pacing — naturally generates behavioural signals. Layer doesn’t instrument tracking SDKs, but the mechanic can be designed to surface the signals your data team wants: retry rate, session length, difficulty quit points.
Bring a game name, a screenshot or a brief. The agent takes it from there, and you direct it until the playable is right.
Runs on Creative Units, like everything else in Layer — no per-seat fees.