WI.DEV.

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Preparing playable ads, games, and tech stack
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Đỗ Như Phong

Senior Playable Ads Developer aka Wi

I build high-performing 2D & 3D playable ads for user acquisition — from concept to prototype, polish, optimization and release.

4+Years Exp.
3Studios
LunaPlayable
30+Playables

Playable Ads

30 playable ads shipped. Click "Play" to try them directly in your browser.

30+Total Games
<5MBEach
PlayableIn Browser

What I Do

Playable ads for UA teams — fast to load, smooth to play, built to convert.

Playable Ads

End-to-end 2D & 3D playables with Luna Playable and Cocos Creator — concept, prototype, A/B variants, optimize, release.

Shaders & Optimization

Unity ShaderLab/HLSL → Cocos Effects/GLSL conversion, draw-call batching, atlasing, memory and load-time tuning.

Build Tools & Web Games

Build tools for Cocos Creator 2.4 → 3.8 and HTML5 games shipped to GameDistribution, CrazyGames and more.

Tech Stack

Engines, languages and tools I use to ship high-performing playables.

Luna Playable

Templates, lifecycle, packaging and tracking hooks for Luna playables.

Cocos Creator

Cocos Creator 2.x / 3.x — scene architecture, prefabs and asset pipeline.

TypeScript

Typed, maintainable gameplay code that ships fast and stays small.

GLSL / HLSL

Unlit/basic lighting, masking, dissolve/outline, UV animation — performance-friendly effects.

Tools & Workflow

  • JavaScript
  • HTML5
  • Unity
  • C#
  • Git
  • Chrome DevTools
  • Profilers
  • AI Workflow

Performance

Targets every playable is built and profiled against — batching, atlasing, memory and loading strategy.

Target FPS
60FPS
Bundle size
<5MB
Engines
2.x& 3.x
Load time
<3s

Metrics & Gameplay Evaluation

A playable is only as good as its numbers. I build with UA metrics in mind, test variants, and review gameplay against a clear rubric.

IPM

Installs per Mille

installs ÷ impressions × 1000

The north-star for UA: does the playable actually turn views into installs?

CTR

Click-Through Rate

clicks ÷ impressions

How strong the hook and end card are at pushing players to the store.

CVR

Conversion Rate

installs ÷ clicks

Whether the ad sets honest expectations of the real game, or just baits clicks.

Engagement

First-interaction rate

players who interact ÷ starts

Is the first 3 seconds clear enough that players touch the screen at all?

Completion

End-card reach

reached end card ÷ starts

Tells me if difficulty and pacing keep players in until the CTA.

Drop-off

Step-by-step funnel

tracking events per step

Pinpoints the exact moment players leave, so fixes target the real problem.

Data-driven iteration loop

  1. 01Analyze

    Read IPM / CTR / funnel data per network and variant.

  2. 02Hypothesize

    Find the weak point: hook, tutorial, difficulty or CTA.

  3. 03Build variants

    Ship V1 / V2 / V3 that change one thing at a time.

  4. 04A/B test

    Run variants side by side with tracking hooks on every step.

  5. 05Iterate

    Keep the winner, feed the learning into the next concept.

Gameplay evaluation rubric

How I weigh each criterion when reviewing a playable before it ships.

  • Hook in the first 3 seconds25%
  • Clear tutorial hand / zero-text onboarding20%
  • Near-win moment & fail-to-retry tension20%
  • Satisfying feedback (VFX, sound, haptics)15%
  • CTA timing & end-card clarity12%
  • Faithful to the real game (protects CVR)8%

My Journey

4+ years building playable ads for UA teams — from developer to leading playable development.

AdOne GameStudio
Jul 2024 - Present

Leader Playable Ads Developer

  • Lead playable ads development with Luna Playground.
  • Work closely with UA and video editors to produce gameplay videos using Unity.
  • Build and improve the in-house build tool for Cocos Creator 3.7 and 3.8.
Luna PlaygroundCocos Creator 3.xUnityBuild Tooling
IceBear GameStudio
Apr 2024 - Jul 2024

Playable Ads Developer

  • Full-time development of 2D and 3D playable ads using Cocos Creator.
  • Refined the build tool for Cocos Creator 2.4.9 and 3.4.2 to optimize performance and streamline development.
Cocos Creator 2.4Cocos Creator 3.42D / 3DBuild Tooling
RocketGame Studio
Jul 2022 - Mar 2024

Playable Ads Developer

  • Developed high-performing playable ads using Luna Playground and Cocos Creator.
  • Built engaging 2D and 3D experiences tailored for short-form ad formats.
  • Shipped in-house games to GameDistribution, CrazyGames and other web game platforms.
  • Contributed to product R&D to improve ad performance and user engagement.
Luna PlaygroundCocos CreatorHTML5GameDistributionCrazyGames
TOEIC (Reading & Listening)
2025

Certification

  • Score: 720
English

contact

Let's build something great together!

Get in touch

Open to full-time, contract and freelance playable ads projects.

LocationHanoi, Vietnam
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