
Code Maestro - Playable Ads Creator`
Create and Scale Playable & Interactive Ads in Minutes
8 followers
Create and Scale Playable & Interactive Ads in Minutes
8 followers
Create and scale playable & interactive ads with Code Maestro. Turn any reference - a screenshot, video, store link, or prompt into a network-ready playable, then batch out variants in minutes. Your art stays untouched; export one HTML file pre-validated for AppLovin, Unity, ironSource, Meta, Google Ads and TikTok. No code, no engine - UA managers and creative producers ship it themselves. Also handy for rapid game prototyping. Try to create your first playables for free.








Hey Product Hunt! I'm Alexander, founder of Code Maestro.
If you've ever worked in mobile UA, you know the most frustrating part of testing playable ads isn't coming up with ideas. It's waiting. A single playable takes 3 to 7 days and a developer who knows HTML5/JS. By the time it's built, your hypothesis is half-dead and your dev queue hates you.
We built Playable Ads Creator to kill that bottleneck. It lets UA managers, media buyers, and producers build network-ready playable ads themselves: no code, no HTML5, no JS, no waiting on engineering.
There are two ways to work, depending on what you need:
⚡ Simple Flow: want to spin up a lot of playables in a couple of clicks? This is for you. Describe the idea, the AI agent assembles the gameplay logic, and you've got a network-ready playable fast.
🎛️ Editor: need something more complex and custom? The full editor gives you control. A Canvas to assemble visually and a Visual Logic Builder to set up mechanics with nodes. Still no scripting.
A couple of things that save real time:
✅ Zero Rejection: auto-validates against Meta, AppLovin, IronSource specs before export, so you skip the reject-and-fix loop.
🔒 Your data stays yours: we don't train on your assets or projects.
The result: idea to export-ready playable in 10 to 20 minutes instead of 3 to 7 days, and roughly 80% cheaper than an agency build.
Who it's for: in-house UA teams, performance marketers, creative producers, and freelance playable devs who want to ship more variants and find winners faster.
I'd really like your feedback, especially from UA folks and playable devs. What breaks your production cycle today? Try it, push it, and tell me where it falls short. 🙏