Factorial StudioPlayable Ads
Luna · Unity → HTML5

Playables That PassNetwork QA First Time

The hard part of a playable isn't making it fun. It's making it fun inside the network's size cap, loading fast enough on a mid-range Android, and passing review without three rounds of rejections.

We build in Luna and hand-rolled HTML5, from your existing Unity project. Every playable below is live — click and play them.

Luna Google Ads AppLovin Mintegral Unity Ads ironSource Meta TikTok
playable_build.log
ServicePlayable ad production
Built withLuna, Unity to HTML5
ConstraintThe size cap of the network
TargetLoads on a mid-range Android
lunaunityhtml5
Passes network QA first time — that is the hard part → not making it fun
Teams we've worked with — France · UK · USA · Germany · UAE · Saudi Arabia · Iraq · Pakistan
TapNation
Feral Interactive
Torliga Champions
Mega Cat Studios
MEICON
YoungWilliams
Turtle Juice
Eastern Leather Company
Genesis
Live Work

Try Them Yourself

These are the shipped builds, unmodified — same single HTML file the network receives. Click one to load it; it runs exactly as it would in an ad slot. Every one is under 2.8 MB.

Sizes below are the real file sizes, not estimates — open dev tools and check.

Dreamy Space Decor Tap to load the real build — 2.67 MB, exactly as shipped
Dreamy Space Decor
Decoration / room-design mechanic
File size2.67 MB
PackagingSingle HTML
Built withLuna
SourceUnity
MintegralironSourceMeta
Modern Room Craft Tap to load the real build — 2.68 MB, exactly as shipped
Modern Room Craft
Interior-build mechanic
File size2.68 MB
PackagingSingle HTML
Built withLuna
SourceUnity
MintegralironSourceMeta
Wordle Tap to load the real build — 2.43 MB, exactly as shipped
Wordle
Word-puzzle mechanic
File size2.43 MB
PackagingSingle HTML
Built withLuna
SourceUnity
MintegralironSourceMeta
Mintegral Build Tap to load the real build — 2.78 MB, exactly as shipped
Mintegral Network Build
Packaged to Mintegral's spec
File size2.78 MB
PackagingSingle HTML
Built withLuna
SourceUnity
Mintegral
The Actual Work

A 400 MB Unity Build
Into a 4 MB Playable

This is the whole job. Everything else is polish.

Source Unity Build

Size
Hundreds of MB
Load
Install required
Runtime
Full engine
Scope
Whole game

Shipped Playable

Size
Under the network cap
Load
Instant, in the ad slot
Runtime
Luna / HTML5
Scope
One mechanic, 20 seconds
Why Playables Get Rejected

Five Things That FailBefore The Creative Does

Studios usually discover these after the network bounces the build. We design around them from the start.

01

Size Cap

Every network sets a hard ceiling, and they differ. A playable that passes on one network gets rejected on another purely on file size — so textures, audio and atlases get budgeted before a line of gameplay is written.

02

C# Feature Restrictions

Luna doesn't support everything Unity does. Reflection, certain generics and some third-party SDKs simply won't convert — knowing which, before you build, is most of the skill.

03

Single-File Packaging

Most networks want one self-contained HTML file with everything inlined. Assets that load at runtime break the moment they're served from an ad slot.

04

CTA and Store Redirect

Each network exposes its own CTA API. Get it wrong and the playable runs perfectly but never sends anyone to the store — which is the entire point.

05

Mid-Range Android

Most impressions aren't on a flagship. A playable that's smooth on your test device and drops frames on a three-year-old Android is a playable that loses installs.

How We Work

Built for Iteration Volume

UA teams don't need one playable. They need a steady stream of variants to test — so we're set up for throughput, not one-offs.

Concept First

We pick the one mechanic worth showing. Most weak playables fail here — they try to show the whole game in twenty seconds.

Variants, Not Versions

Once the base is built, alternate hooks, endings, difficulty curves and CTAs are cheap. That's what gives your UA team something to test.

Network QA Before Delivery

Size, packaging, CTA and device testing checked against each target network's spec before it reaches you — so review isn't where problems surface.

FAQ

Straight Answers

Do you need our Unity project?

For a Luna build, yes — under NDA. If the project can't be shared, we can build the playable from scratch in HTML5 to match your art and mechanic instead.

How fast is one playable?

It depends on the mechanic and how the project is built. Variants off an existing base are much faster than the first one — that's usually where the throughput comes from.

Can you hit a specific size limit?

Yes, and it's the first constraint we design to rather than the last thing we fix. Tell us the network and the cap up front.

Do you handle multiple networks per playable?

Yes — each gets its own build with the right CTA API and packaging. One creative, several compliant outputs.

Can you work as an extension of our UA team?

That's the usual arrangement — a monthly retainer producing a set number of playables and variants. See engagement models.

Related Services

Send Us One Game

We'll build the first playable at our cost. Run it against whatever you're using now and judge it on the numbers.

We'll build the first one at our cost so you can judge it against what you're running now.