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Channel

For Advanced Game Developers and Playable Ads Creators (Code Maestro: AI coding co-pilot for gamedev and playable ads creating)

@codemaestroai

On this record: Growth · Engagement · What this channel posts · Reactions · Posts · Cite this entry

210subscribers

-4 since we began measuring on 7 August 2026

Risers and fallers across the register · movement among entries of Under 1,000.

Register entry

Telegram ID-1002387687276
TypeChannel
Username@codemaestroai
CreatedBetween 1 September 2024 and 31 March 2025— estimated from Telegram’s id allocation, not measured. How this range is calculated.
First recorded8 August 2026
Last confirmed live22 August 2026
Measurements held4
Confirmed unchanged1 time, most recently 22 August 2026
On Telegramt.me/codemaestroai

Growth

2102142127 August 2026 — 214 subscribers8 August 2026 — 214 subscribers15 August 2026 — 212 subscribers22 August 2026 — 210 subscribers7 August 202622 August 2026
4 measurements spanning 15 days, net -4. Dots are measurements; the straight line between them is drawn to join them, not to claim we know the path taken in between — snapshots are recorded only when a count changes, so gaps mean “no change observed”, never “interpolated”. The vertical axis spans 209–215 and does not start at zero.
Measurement log — every subscribers count we have recorded
Measured (UTC)SubscribersChange
22 Aug 2026, 09:24210-2
15 Aug 2026, 15:45212-2
8 Aug 2026, 10:49214no change
7 Aug 2026, 13:52214first reading

Engagement

20 posts held, back to 16 January 2026the reader has not yet reached the start of this channel’s public history, so older posts may sit further back, unread. Read across 1 pageof Telegram’s post history, 20 posts per page.

Nothing published in the last 30 days. ERR and ER are rolling 30-day measures, so there is nothing to compute — we hold 20 posts for this entry, the most recent from 6 July 2026. An engagement rate over an empty window would be a number about nothing.

What this channel posts

Video runtime
4m 02s
Average length
20s

Measured directly from 12 videos with a duration reading, out of the posts we hold for this channel — not this channel’s whole posting history, only the sample this register has actually read. An exact reading to the second, taken from the post itself rather than from Telegram’s own rounded chrome, so it carries no mark.

Reaction mix

134 reactions across 19 posts, in 7 distinct kinds. The most used accounts for 35.1% of them.

Every reaction kind recorded on the sample, most used first
ReactionCountShareShare, drawn
4735.1%
🔥4332.1%
🥰2518.7%
👍118.21%
👏42.99%
21.49%
🤝21.49%

No sentiment is inferred, and none should be read in. This table is ordered by count and by nothing else. Emoji do not carry stable meaning across languages or communities — 🙏 is thanks in one channel and mourning in another — so we publish which ones were pressed and how often, and pass no judgement on what an audience meant by them.

Precision. Telegram publishes reaction counts per emoji and short-forms each one — 4.34K, 1.2M — so any single kind at or above 1,000 reaches us at three significant figures, and only counts below 1,000 are exact. The shares above are ratios of those figures and carry the same error. This is also why the total here can differ slightly from a reaction total printed elsewhere on the page: both are sums of the same rounded parts, taken over samples with different edges.

Coverage. Reactions were read on 19 of the 20 sampled posts in this sample. Summed by Telegram’s own count on each post — not by adding up the per-emoji breakdown above — those same posts carry 134reactions in total: the kind of figure the paragraph above means by “a reaction total printed elsewhere on the page”.

Measured over the 20 most recent posts we hold, published 16 January 2026 to 6 July 2026, using the newest reading held for each. Telegram Stars are excluded: they are a payment, not a reaction, and they have their own section.

Recent posts

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

🔥32🥰2

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

2👍2👏2

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

👍32🔥2

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

2🔥2👏1

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

🔥322🥰2

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

3🔥3🥰3

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! 🚀

2🔥2

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

2🔥2

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

🔥21👏1

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

3🥰2

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

2👍2🔥2

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

2👍2🔥2

Showing the 12 most recent of 20 posts we hold for @codemaestroai. View and reaction counts are the latest single reading for each post, not a live figure, and a recent post is still accumulating both. A view count marked was rounded by Telegram before we ever saw it — t.me prints views in full below 1,000 and to three significant figures above, so ≈1,200,000 means somewhere between 1,150,000 and 1,249,999. Unmarked counts are exact. Text is reproduced from the public post preview and truncated for length.

Cite this entry

A live page changes as we take new readings, so a citation should name the measurement it is based on, not just the URL. The line below cites the subscriber count as measured 22 August 2026 — this entry's latest reading, not the date you are reading this.

“For Advanced Game Developers and Playable Ads Creators (Code Maestro: AI coding co-pilot for gamedev and playable ads creating)” (@codemaestroai), 210 subscribers as measured 22 August 2026. Telegram Register, tgregister.com/channel/codemaestroai.

Full measurement history, CC BY 4.0. Every reading this register holds for this entry, not just the latest one, as a dated, downloadable record: CSV · JSON. Free to use with attribution to tgregister.com. Each file carries its own generation timestamp, which is the figure to cite for exactly when the data was retrieved.