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Game Ads · Motion · Creative

2023 — 2026 · 4 min read

Game Creatives — Kwalee · Zynga · Voodoo · TapNation

Performance creatives shaped around CPA targets, KPI learnings, hook strength, hold rate, CTA clarity, and talent-led production — concept, motion, playables, and live-action 3D craft condensed into thumb-stopping ads.

▶ Watch the Reel →

01

/ The brief

Stop the scroll in the first second.

Hyper-casual and casual game ads have to land the hook before the user's thumb is halfway to the swipe. The work below was made under that constraint — every cut, beat, and reveal exists to push CTR, hold rate, IPM, CPI, CPA, and ROAS signals in the right direction across millions of impressions.

The approach is performance-first: build a readable hook, hold attention with a simple escalation, make the CTA obvious, and use talent acquisition or character-led moments only when they improve the KPI story instead of decorating the ad.

Kwalee · 2 years in-house

Two years as in-house motion designer shipping creatives for Tens!, Queens Master, Dream Build Solitaire, Hunt & Seek and the wider Kwalee catalogue. Mix of fake-fail hooks, satisfying win loops, UGC-style cuts, and end-card variants tuned for CPI and IPM.

Also built a playable version of the top-performing Dream Build Solitaire ad — Unity-built playable mirroring the looped After Effects animation of the source creative, so the network-side playable matched the winning video creative beat-for-beat.

Zynga · FarmVille 3

3D motion creative for FarmVille 3, built end-to-end from scratch — including self-recorded reference footage for character timing, gestures, and animation beats. Full pipeline: live reference → blocking → 3D animation → comp → final cut.

Voodoo · Cup Heroes

Creative for Cup Heroes built on top of a deep competitive analysis of the strongest-performing ads across the casual sports/idle space — distilled into hook structures, hold escalations, and CTA framings that were already proven on the network before we shot a frame.

TapNation · Hero Making Tycoon

Creative for Game Hero Making Tycoon — tycoon-loop showcase with character-driven hook, escalating progression beats, and a CTA framed inside the game fantasy instead of a slapped-on end card.

02

/ The approach

Concept first. Polish second.

Every variant starts as a 30-second whiteboard idea — what's the hook, what keeps the hold, where does the payoff land, and when does the CTA enter. Only once that beat sheet feels testable do I open After Effects. That order matters: a beautifully animated bad idea still loses to a rough animation with a good hook.

  • Hook. Start with conflict, curiosity, fail-state, impossible choice, or a satisfying transformation that can be understood with sound off.

  • Hold. Keep the viewer through escalation: clearer stakes, faster cuts, UI feedback, progress bars, character reactions, or a near-miss loop.

  • CTA. Make the action button feel native to the game fantasy — not a slapped-on end card — so the final frame still sells the play pattern.

  • Talent acquisition. When live-action or creator-style footage is involved, the talent brief is built around gesture clarity, expressive first frames, and readable reactions that survive a 9:16 crop.

03

/ The outcome

Creatives that survive Meta's first 48 hours.

The bar for "shipped" on these accounts isn't the render — it's surviving the first ad-set rotation against five other variants. Concepts that came out of this pipeline consistently moved beyond the test phase into spend at scale.

/ Want the full reel?

Motion Showreel '26

The condensed reel on YouTube includes Kwalee / Zynga / Voodoo / TapNation cuts alongside everything else.