6 Jul 2026, 13:05 UTC72 views7 reactionsread 8 August 2026 Video
For the best UA teams, a playable has stopped being an ad you run after the game is done. It's become where you test the idea in the first place.
Some casual studios now go further - running ads for a mechanic that isn't in their game yet, and building a small separate app around the ones that win. The ad comes first. The game comes second.
The logic is simple: a playable is the cheapest way to learn whether an ide…
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19 Jun 2026, 13:51 UTC107 views6 reactionsread 8 August 2026 Video
This looks like a video game. It's a playable ad.
And more and more, the app behind one of these isn't a game at all.
There's a tired assumption in UA that playables are a games-only format. The numbers say otherwise. On AppLovin, more than half of the top 100 new creatives last year came from non-gaming apps: VPNs, finance apps, photo editors. The format has earned a permanent spot in the rotation, right alongside…
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12 Jun 2026, 10:48 UTC110 views7 reactionsread 8 August 2026 Video
Next week we're shipping a release we've been waiting for ourselves. If you make playable or interactive ads, this one's for you.
Here's how it works: drop a reference (a screenshot, a gameplay video, a store link, or a prompt) and get a network-ready playable ad in minutes. No code, no developers. Your art stays untouched, and every export comes pre-validated for Meta, AppLovin, ironSource, Unity and other major ne…
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19 May 2026, 07:54 UTC146 views5 reactionsread 8 August 2026 Video
How does asset creation look in your workflow today?
If the honest answer is "slow, stuck on one artist or one freelancer, and never enough variants to test" - a few things are about to change. Happy to introduce Asset Studio in Code Maestro.
A few things worth knowing:
- Character Creator — one character → coherent family of poses. Same silhouette, same palette, parent-linked. Stop redrawing the same hero four tim…
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13 May 2026, 10:19 UTC139 views9 reactionsread 8 August 2026 Video
Big news for Unreal Engine developers. Code Maestro recently shipped its Unreal Engine update. 🎮
We've spent months making CM understand Unreal projects the way an experienced engineer does — not just lines of code, but Blueprints, scenes, materials, and how everything connects.
The video below shows a few examples of what's now possible — there's much more we'll be unpacking in the coming posts:
1. Indexing a rea…
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11 May 2026, 10:12 UTC109 views9 reactionsread 8 August 2026 Video
Create Playable Ads in Minutes, Not Days.
This playable ad for Corgi Rockstar was built in 52 minutes.
Today, the same playable runs $500–$1500 at an agency — basic-to-complex build, plus a 3–7 day wait while devs put it together.
Now it ships in under an hour. No Phaser, no JS, no dev queue.
What changed: Playable Editor V2 — a revamped editor in the spirit of Cursor and Figma, with AI built into the workflow. Y…
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8 Apr 2026, 10:03 UTC153 views4 reactionsread 8 August 2026 We are LIVE! 🔴
The workshop is starting right now. Jump in to see how we build a high-performance playable ad from scratch in under 60 minutes using the Code Maestro framework.
No slides. Just a live demo and real results.
📍 Join the Google Meet here: https://meet.google.com/qsi-epsk-gcj
See you inside! 🚀
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8 Apr 2026, 06:24 UTC145 views4 reactionsread 8 August 2026 Photo
3.5 Hours to Go: From 30-Hour Builds to 60-Minute Ships.
We’re going live today at 13:00 EEST / 12:00 CEST for a practical, "no-slides" workshop on scaling Playable Ads.
If you’re a UA Manager or a Producer tired of waiting weeks for a single build, this is for you. We’re going to prove that you can build high-performance, network-ready playables without scaling your dev team.
What we’re doing live:
- Building a …
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7 Apr 2026, 14:56 UTC110 views4 reactionsread 8 August 2026 Photo
Tomorrow: The UA Bottleneck Ends. 🚀
If your creative team is still stuck in a "request -> 7-day dev queue -> rejection" loop, this workshop is for you. https://lnkd.in/gc7tvsb6
We’re going live tomorrow to show you how top studios (like GreenPixel) cut Playable ads production time from 30 hours to just 6 hours and scaled their creative output by 5x without hiring a single new developer.
What to expect in 45 minute…
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19 Mar 2026, 10:07 UTC140 views5 reactionsread 8 August 2026 Photo
🔴 LIVE NOW: Breaking down the Playable Workflow! 🚀
You're not too late, but we’re diving into the production engine RIGHT NOW. Don’t miss the live demo.
🔗 Jump in here: https://meet.google.com/ibr-fcbn-fwo
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19 Mar 2026, 09:59 UTC136 views6 reactionsread 8 August 2026 🔴 WE ARE LIVE! 🚀
Stop waiting. Start shipping. Join us NOW to see the 60-minute playable production engine in action.
🔗 Join here: https://meet.google.com/ibr-fcbn-fwo
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19 Mar 2026, 07:57 UTC127 views6 reactionsread 8 August 2026 Photo
🚨 We’re going live in just 2 hours!
Final call to join our practical workshop: "How UA Teams Cut Playable Ad Costs by 70% & Grow ROMI in 2026."
If you’re tired of production bottlenecks and want to see the exact engine that turns days of development into 60 minutes of shipping — this is for you.
Why join live?
✅ Live Q&A: Get your specific production questions answered.
✅ The Flow: All participants will receive ou…
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