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Illustrative scenario · Consumer brand

One game loop,
four ad networks.

The brand wanted an ad people play instead of skip. We built one 20-second catch game, packaged it for four networks with their different size caps and install calls, and put a longer version with a leaderboard on the brand's site.

Sector
Consumer brand
Capability
Immersive
Timeline
6 weeks from brief to the first network submission
Status
Illustrative

This is a composite scenario built from how we deliver this kind of work. The client is fictional and the figures are targets, not measured results. We will replace it with a named engagement when a client agrees to be quoted.

The client

A packaged-snack brand in Bangladesh running a festival campaign through its media agency, with ads on Meta, Google, TikTok and YouTube

The problem
  1. Static festival ads were being skipped. The agency proposed a playable, then discovered that every network wants a different package: a 5 MB cap almost everywhere, a different install call on each, and separate review queues.
  2. The brand also wanted the game on its own website in Bangla and English, with a leaderboard, and it needed to run on mid-range phones over mobile data.
Approach

How we approached it.

  1. One loop, tested on paper first

    A 20-second catch game: snacks fall, customers tap to catch, bonus items multiply. We prototyped it in grey boxes and playtested with twelve people on their own phones before any art.

  2. A size budget before art

    A 3 MB ceiling for the ad build, with a sprite atlas, compressed audio and no framework. Every asset was weighed before it was drawn.

  3. One codebase, four wrappers

    The core loop stays identical. Thin adapters handle each network's install call and packaging, so a fix lands once.

  4. Web version with a leaderboard

    The same loop runs on the brand site at full length, in Bangla and English, with a weekly leaderboard and basic anti-cheat.

  5. Measure what players do

    Analytics events for start, catch, bonus, finish and click-through, in both the ad and the web version.

See it take shape

Try it yourself.

A simplified illustration with made-up data. It plays once when it scrolls into view, and you can pause it or step through.

Playable ad meterIllustrative
Size budget0.0 MB of 3.0 MB
Hook within 3 s0.0 s first prompt
0taps counted
4network builds

Tap the phone to add your own taps.

Step 1 / 6 An empty shell. The size meter reads 0.0 MB.

Tap the phone to play the loop, and watch the size budget and the three-second hook timer.
Scope

What we built.

  • HTML5 canvas game loop with Bangla and English text
  • Four ad-network builds from one codebase
  • Web version with weekly leaderboard and server-side score checks
  • Asset pipeline with size budget checks
  • Analytics dashboard for the agency
Outcomes

Outcomes (targets).

These are the results we would aim for. They are not measured results from a named client.

  • Target
    2.9 MB
    ad build size
    under every network's cap
  • Target
    4
    network builds from one codebase
    fixes land once
  • Target
    71%
    players who finished the 20 seconds
    web version, first two weeks
  • Target
    64 s
    median web session
    against a 20-second game
Delivery

Timeline and stack.

Timeline

6 weeks from brief to the first network submission

Stack
TypeScriptHTML5 CanvasNode.jsPostgreSQLnetwork playable adapters
Lessons

What we learned.

  • Decide the size budget before the first sprite. Shrinking later costs a week.
  • One loop, many wrappers. The game should never know which network it is in.
  • Playtest on phones over mobile data. Office Wi-Fi hides every problem.
Related offering

How we would deliver it.

Start a project

Want this
for your business?

Message an engineer on WhatsApp or send a brief. We agree scope and price before work begins and build in small working steps you can test.