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Thinking · Case Study

Builder games: the before-and-after is the whole ad

Builder creative lives or dies on a single visual comparison. A note on how to make it land in two seconds rather than fifteen.

This piece is now part of a longer guide: Mobile game ad creative by genre.

Builder games have the simplest creative job in mobile and it is regularly overcomplicated. Show the place as it is. Show the place as it could be. That is the ad.

What goes wrong

Teams narrate the journey. Tap here, collect this, unlock that. It is accurate to the game and it buries the only image that sells it.

What works

Lead with the comparison. Not at the end as a payoff, at the start as a proposition. The viewer decides whether they want the transformed state within the first second, and everything after that is either supporting it or wasting it.

The variable worth testing

Which transformed state. Most builder games have several, and teams default to the most visually impressive rather than the most wanted. Those are different, and only a test tells you which.

The production note

This is a genre where a single well-lit render outperforms a great deal of gameplay footage. Spend there.

Keep reading

All thinking

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