Playable Ads: 5 Things We Learned the
Hard Way, So You Don’t Have To
Tim Shepherd
Creative Director, Playable Ads <> Wooga
Google Campus, Warsaw, March 2019
Story-driven casual
Berlin, DE. est 2009
~200 hc
Things we learned the hard way, so you don’t have to
Assumptions & Findings
DNA of Playable Ads
Design
Production solutions
Publishing
Reporting and iterations
Q&A
The evolution of in-game advertising
THEN NOW
ASSUMPTION #1. IT’S GONNA BE SUPER EASY
Playable Ads: Things we learned the hard way, so you don’t have to
FINDING #1. IT’S NOT
DNA of Playable Ads: What is it?
Ad
Vertical
slice
FTUX
DNA of Playable Ads
Ad
Vertical
slice
FTUX
Sweet spot
The first data-driven ad creative
Weeks > minutes
IPM (Installs Per Mille)
CPI (Cost Per Install)
ROAS (Return On Ad Spend)
Time to ROAS
Game KPIs
Retention D1 / 7 / 30
Days played
ARPDAU
100%
0%
Loaded 1st
int. Comp. CTRRequest
The first data-driven ad creative
IPM (Installs Per Mille)
CPI (Cost Per Install)
ROAS (Return On Ad Spend)
Time to ROAS
Game KPIs
Retention D1 / 7 / 30
Days played
ARPDAU
100%
0%
Loaded 1st
int. Comp. CTRRequest
Focus areas
30-90% 50-100%
2-10%
Teeny tiny
<1mb
Html5, .js
Playable ad != Instant Game
What we heard
“Ad unit of the future”
“Playables deliver the
best users”
50%
off CPI!
1.5x
IAP!
260%
ROAS
85% ad
spend
+20
% D7
“More publishers
creating”
“More players
engaging”
“Complex & expensive”
“Best unit for
platform”
“The best ads givethe best results”
“Qualify NU”
!! Take a photo !!
What we believe
“Ad unit of the future”
“Playables deliver the
best users”
50%
off CPI!
1.5x
IAP!
260%
ROAS
85% ad
spend
+20
% D7
“More publishers
creating”
“More players
engaging”
“Complex & expensive”
“Best unit for
platform”
“The best ads givethe best results”
“Qualify NU”
ASSUMPTION #2. PEOPLE ARE GOING TO LOVE
PLAYABLE ADS
Playable Ads: Things we learned the hard way, so you don’t have to
FINDING #2. THEY NEED CONVINCING
IPM (Installs Per Mille)
CPI (Cost Per Install)
ROAS (Return On Ad Spend)
Time to ROAS
Game KPIs
Retention D1 / 7 / 30
Days played
ARPDAU
100%
0%
Loaded 1st
int. Comp. CTRRequest
Design best practices
30-90% 50-100%
2-10%
100%
0%
Loaded 1st
int. Comp. CTRRequest
Design best practices: Onboarding
30-90%
IPM (Installs Per Mille)
CPI (Cost Per Install)
ROAS (Return On Ad Spend)
Time to ROAS
Game KPIs
Retention D1 / 7 / 30
Days played
ARPDAU
Audience considerations
Assumed familiarity
Attention level
Trust
Tutorial UI/UX
Subtlety be damned
Tutorial UI/UX
Text intro = insignificant
Animated hints = better
Looping + idle actions = best
100%
0%
Loaded 1st
int. Comp. CTRRequest
Design best practices: Gameplay
50-100%
K.I.S.S.K.I.E.S.S.
Design best practices: Gameplay
Dynamic variables
- Difficulty
- Time to complete
- Taps/actions
Works for us
- 3-5 taps
- ~30 secs
Design best practices: Gameplay
Bigger is better
Simplify mechanic for
understanding
Design best practices: Gameplay
WOW! moment
Design ‘backwards’
100%
0%
Loaded 1st
int. Comp. CTRRequest
Design best practices: CTR
2-10%
Design best practices: CTR
Design best practices: CTR
Design best practices: General
Manage expectations
Concept, not details
Work backwards from WOW!
Remember goals
Design WORST practices
PLAY AGAIN EXIT
Design WORST practices
ASSUMPTION #3. JUST A MINI-GAME
PRODUCTION
Playable Ads: Things we learned the hard way, so you don’t have to
FINDING #3. COMPLETELY NEW DEV PIPELINE
Production: Skills
Data-driven design
Gameplay
Brand
UI/UX
Ad
Vertical
slice
FTUX
Games Team Marketing
Marketing
ROAS metrics
Building/shipping software
Production: Skills
Data-driven design
Gameplay
Brand
UI/UX
Games Team Marketing
Marketing
ROAS metrics
Building/shipping software
Production: Skills
Games
Teams
Marketing
UA
Tech
partner
Playables team
Production: Tools & Solutions
Hypercasual 3D / Action/ 4XCasual
Production: Tools & Solutions
CLIP CLIP CLIP CLIP FINALE END CARD
Production: Tools & Solutions
CLIP
Ob 1
END CARDOb 2
Ob 3
Ob 2.1
Ob 3.1
Ob 1.2
Ob 2.2
Ob 1.1
Ob 3.2
Ob 3.3
Ob 2.3
Ob 1.3
ASSUMPTION #4. ONE-CLICK PUBLISHING
Playable Ads: Things we learned the hard way, so you don’t have to
FINDING #4. LOTS OF CASES TO HANDLE
!! Take a photo !!
Publishing
Many more…
Size limit
Compressed
Inlined
Custom CTA
MRAID support
QA
Submission
Lead-in video
Responsive design
Reporting
Analytics
1mb
Y
Possible
N
N
Web
N
Both
Google
None
2mb; 5 rumored
N
Y
Y
N
Automated
Web
Y
Y
Facebook
Rumored
5mb
N
Y
N
Y
Human
Human
N
Y
Unity
Allowed
5mb
N
Y
N
Y
Human
Human
N
Y
AopLovin
Allowed
5mb
N
Y
N
N
Human
Git
N
Y
Chartboost
-
…
…
…
…
…
…
…
…
…
…
…
Automated
Others… … … … … … …
Playable Ads: Things we learned the hard way, so you don’t have to
ASSUMPTION #5. LIVE OPS LITE
FINDING #5. GOOD APPROACH, LOTS OF NEW DATA
POINTS TO CONSIDER
IPM (Installs Per Mille)
CPI (Cost Per Install)
ROAS (Return On Ad Spend)
Time to ROAS
Game KPIs
Retention D1 / 7 / 30
Days played
ARPDAU
100%
0%
Loaded 1st
int. Comp. CTRRequest
Reporting and analysis
30-90% 50-100%
2-10%
IPM (Installs Per Mille)
CPI (Cost Per Install)
ROAS (Return On Ad Spend)
Time to ROAS
Game KPIs
Retention D1 / 7 / 30
Days played
ARPDAU
100%
0%
Loaded 1st
int. Comp. CTRRequest
Reporting and analysis
100%
0%
Loaded 1st
int. Comp. CTRRequest
Success metrics
1. Scale = success
Success metrics
1. Scale = success
2. On par/beating best video
0.16% 0.15%
0.05%
Video Playable Interstitial
IPM (Installs Per Mille) industry benchmarks*
*Liftoff Mobile & Creative Index 2019
Success metrics
1. Scale = success
2. On par/beating best video
3. “UA” Metrics
a. IPM
b. CPI
c. ROAS
4. In game metrics
a. Retention
b. ARPDAU
150%
IPM ROAS
Comparative Metrics snapshots
Video BM
D2 ret
Video BM Video BM
75%
90%
What we STILL believe
“Ad unit of the future”
“Playables deliver the
best users”
50%
off CPI!
1.5x
IAP!
260%
ROAS
85% ad
spend
+20
% D7
“More publishers
creating”
“More players
engaging”
“Complex & expensive”
“Best unit for
platform”
“The best ads givethe best results”
“Qualify NU”
5 things to takeaway
Playable ads benefit from broad skills and experience to execute well;
a games team may not yet have them all in place
!! Take a photo !!
Do not underestimate the importance (and difficulty) of KIESS
Select a production solution which works for your games,
resources, and strategies
A little technical knowledge goes a long way
Run it like Live Ops; measure what you can and what counts
Tim Shepherd
tim.shepherd@wooga.com
Q&A

Playable ads. How to make it right and what mistakes to avoid?

  • 1.
    Playable Ads: 5Things We Learned the Hard Way, So You Don’t Have To Tim Shepherd Creative Director, Playable Ads <> Wooga Google Campus, Warsaw, March 2019
  • 2.
  • 3.
    Things we learnedthe hard way, so you don’t have to Assumptions & Findings DNA of Playable Ads Design Production solutions Publishing Reporting and iterations Q&A
  • 4.
    The evolution ofin-game advertising THEN NOW
  • 5.
    ASSUMPTION #1. IT’SGONNA BE SUPER EASY Playable Ads: Things we learned the hard way, so you don’t have to FINDING #1. IT’S NOT
  • 6.
    DNA of PlayableAds: What is it? Ad Vertical slice FTUX
  • 7.
    DNA of PlayableAds Ad Vertical slice FTUX Sweet spot
  • 8.
    The first data-drivenad creative Weeks > minutes
  • 9.
    IPM (Installs PerMille) CPI (Cost Per Install) ROAS (Return On Ad Spend) Time to ROAS Game KPIs Retention D1 / 7 / 30 Days played ARPDAU 100% 0% Loaded 1st int. Comp. CTRRequest The first data-driven ad creative
  • 10.
    IPM (Installs PerMille) CPI (Cost Per Install) ROAS (Return On Ad Spend) Time to ROAS Game KPIs Retention D1 / 7 / 30 Days played ARPDAU 100% 0% Loaded 1st int. Comp. CTRRequest Focus areas 30-90% 50-100% 2-10%
  • 11.
  • 12.
    What we heard “Adunit of the future” “Playables deliver the best users” 50% off CPI! 1.5x IAP! 260% ROAS 85% ad spend +20 % D7 “More publishers creating” “More players engaging” “Complex & expensive” “Best unit for platform” “The best ads givethe best results” “Qualify NU” !! Take a photo !!
  • 13.
    What we believe “Adunit of the future” “Playables deliver the best users” 50% off CPI! 1.5x IAP! 260% ROAS 85% ad spend +20 % D7 “More publishers creating” “More players engaging” “Complex & expensive” “Best unit for platform” “The best ads givethe best results” “Qualify NU”
  • 14.
    ASSUMPTION #2. PEOPLEARE GOING TO LOVE PLAYABLE ADS Playable Ads: Things we learned the hard way, so you don’t have to FINDING #2. THEY NEED CONVINCING
  • 15.
    IPM (Installs PerMille) CPI (Cost Per Install) ROAS (Return On Ad Spend) Time to ROAS Game KPIs Retention D1 / 7 / 30 Days played ARPDAU 100% 0% Loaded 1st int. Comp. CTRRequest Design best practices 30-90% 50-100% 2-10%
  • 16.
    100% 0% Loaded 1st int. Comp.CTRRequest Design best practices: Onboarding 30-90% IPM (Installs Per Mille) CPI (Cost Per Install) ROAS (Return On Ad Spend) Time to ROAS Game KPIs Retention D1 / 7 / 30 Days played ARPDAU
  • 17.
  • 18.
  • 19.
    Tutorial UI/UX Text intro= insignificant Animated hints = better Looping + idle actions = best
  • 20.
    100% 0% Loaded 1st int. Comp.CTRRequest Design best practices: Gameplay 50-100% K.I.S.S.K.I.E.S.S.
  • 21.
    Design best practices:Gameplay Dynamic variables - Difficulty - Time to complete - Taps/actions Works for us - 3-5 taps - ~30 secs
  • 22.
    Design best practices:Gameplay Bigger is better Simplify mechanic for understanding
  • 23.
    Design best practices:Gameplay WOW! moment Design ‘backwards’
  • 24.
    100% 0% Loaded 1st int. Comp.CTRRequest Design best practices: CTR 2-10%
  • 25.
  • 26.
  • 27.
    Design best practices:General Manage expectations Concept, not details Work backwards from WOW! Remember goals
  • 28.
  • 29.
  • 30.
    ASSUMPTION #3. JUSTA MINI-GAME PRODUCTION Playable Ads: Things we learned the hard way, so you don’t have to FINDING #3. COMPLETELY NEW DEV PIPELINE
  • 31.
    Production: Skills Data-driven design Gameplay Brand UI/UX Ad Vertical slice FTUX GamesTeam Marketing Marketing ROAS metrics Building/shipping software
  • 32.
    Production: Skills Data-driven design Gameplay Brand UI/UX GamesTeam Marketing Marketing ROAS metrics Building/shipping software
  • 33.
  • 34.
    Production: Tools &Solutions Hypercasual 3D / Action/ 4XCasual
  • 35.
    Production: Tools &Solutions CLIP CLIP CLIP CLIP FINALE END CARD
  • 36.
    Production: Tools &Solutions CLIP Ob 1 END CARDOb 2 Ob 3 Ob 2.1 Ob 3.1 Ob 1.2 Ob 2.2 Ob 1.1 Ob 3.2 Ob 3.3 Ob 2.3 Ob 1.3
  • 37.
    ASSUMPTION #4. ONE-CLICKPUBLISHING Playable Ads: Things we learned the hard way, so you don’t have to FINDING #4. LOTS OF CASES TO HANDLE
  • 38.
    !! Take aphoto !! Publishing Many more… Size limit Compressed Inlined Custom CTA MRAID support QA Submission Lead-in video Responsive design Reporting Analytics 1mb Y Possible N N Web N Both Google None 2mb; 5 rumored N Y Y N Automated Web Y Y Facebook Rumored 5mb N Y N Y Human Human N Y Unity Allowed 5mb N Y N Y Human Human N Y AopLovin Allowed 5mb N Y N N Human Git N Y Chartboost - … … … … … … … … … … … Automated Others… … … … … … …
  • 39.
    Playable Ads: Thingswe learned the hard way, so you don’t have to ASSUMPTION #5. LIVE OPS LITE FINDING #5. GOOD APPROACH, LOTS OF NEW DATA POINTS TO CONSIDER
  • 40.
    IPM (Installs PerMille) CPI (Cost Per Install) ROAS (Return On Ad Spend) Time to ROAS Game KPIs Retention D1 / 7 / 30 Days played ARPDAU 100% 0% Loaded 1st int. Comp. CTRRequest Reporting and analysis 30-90% 50-100% 2-10%
  • 41.
    IPM (Installs PerMille) CPI (Cost Per Install) ROAS (Return On Ad Spend) Time to ROAS Game KPIs Retention D1 / 7 / 30 Days played ARPDAU 100% 0% Loaded 1st int. Comp. CTRRequest Reporting and analysis
  • 42.
    100% 0% Loaded 1st int. Comp.CTRRequest Success metrics 1. Scale = success
  • 43.
    Success metrics 1. Scale= success 2. On par/beating best video 0.16% 0.15% 0.05% Video Playable Interstitial IPM (Installs Per Mille) industry benchmarks* *Liftoff Mobile & Creative Index 2019
  • 44.
    Success metrics 1. Scale= success 2. On par/beating best video 3. “UA” Metrics a. IPM b. CPI c. ROAS 4. In game metrics a. Retention b. ARPDAU 150% IPM ROAS Comparative Metrics snapshots Video BM D2 ret Video BM Video BM 75% 90%
  • 45.
    What we STILLbelieve “Ad unit of the future” “Playables deliver the best users” 50% off CPI! 1.5x IAP! 260% ROAS 85% ad spend +20 % D7 “More publishers creating” “More players engaging” “Complex & expensive” “Best unit for platform” “The best ads givethe best results” “Qualify NU”
  • 46.
    5 things totakeaway Playable ads benefit from broad skills and experience to execute well; a games team may not yet have them all in place !! Take a photo !! Do not underestimate the importance (and difficulty) of KIESS Select a production solution which works for your games, resources, and strategies A little technical knowledge goes a long way Run it like Live Ops; measure what you can and what counts
  • 47.