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Video ads by channel / In-app video

In-app and rewarded video ads.

The game in the first frame, a cut for the five-second close, a cut for the rewarded wait, and an end card for every network.

01

The medium

In-app video plays full screen inside someone else's app, at a moment the app chose. A rewarded ad is opted into: AdMob serves it only after a person explicitly chooses to watch, and a countdown of five to thirty seconds, depending on the creative, stands between them and the coins or the extra life. An interstitial is not chosen at all. It appears at a natural break, and on AdMob some can be closed after a five-second delay.

Sound follows the phone rather than the app, so an unmuted device plays the mix at full volume, and AdMob's default ad pods play two videos back to back, so a film often starts straight after someone else's. Unity rejects any video ad without an end card, and playable ads are not films at all but single HTML5 files under 5 MB.

Google Play polices the format: full-screen interstitials that cannot be closed after fifteen seconds are not allowed, and in apps for children every ad must be closable after five.

02

The specs

Quoted from the platforms' own pages. The source and the date each was read are under the table.

PlacementRatioResolution and fileLengthSound and captionsSafe zone and rules
Google Ads App campaigns, video16:9, 9:16 and 1:1Uploaded to YouTube first; up to 20 videos per ratio; size not specified10 to 60 seconds recommendedNot specifiedAds are assembled and tested automatically across Google Play, YouTube, Discover, Search and other apps
Google Ads App campaigns, HTML5 playablePortrait or landscape, responsiveZIP up to 5 MB with at most 512 files; no external references beyond Google-hosted librariesNot statedNo sound before the user interactsWithout the ExitApi call, Google adds its own Install button
AdMob rewarded and interstitial (how the ad is played)Full screenVideo, image or interactive units, including playables and surveysRewarded countdown 5 to 30 seconds by creative, up to 60 with high-engagement ads; interstitial close after up to 5 seconds, 12 for high-engagement videoVolume follows the device, not the app; mute icon supportedRewarded ads only after an explicit opt-in; ad pods serve two videos back to back by default
Unity Ads, video and end card16:9 landscape or 9:16 portrait; upload bothH.264 MP4, 10 MB recommended, 100 MB maximum; image end card JPG, PNG or GIF up to 5 MB at 800 x 800, 800 x 600 or 600 x 80060 seconds or less; 30 to 60 seconds is a betaNot specified for videoEvery video ad needs an end card; 100 px crop buffer on end cards; the Apple App Store logo only in iOS creatives
Unity Ads, playablePortrait and landscape from one responsive buildOne index.html under 5 MB, assets inlined as base64, MRAID 3.0, no network requestsMechanic clear within 3 to 5 seconds, since the close button can appear after 5Silent when the iOS mute switch is onNo fake close buttons, fake system interface or deceptive alerts; the first tap cannot open the store
AppLovin AppDiscoveryVideo 9:16 portrait; playables in both orientationsVideo MP4 or MOV up to 1 GB; playable one HTML file of 5 MB or less, MRAID v2.0Video up to 60 secondsPlayable audio muted until the first interaction and stopped when the ad closesClick-through through mraid.open; wait for the MRAID ready event
  1. Google Ads Help, App campaign assets, read October 27, 2026
  2. Google Ads Help, HTML5 assets for App campaigns, read October 27, 2026
  3. Google AdMob Help, rewarded ads, read October 27, 2026
  4. Google AdMob Help, interstitial ads, read October 27, 2026
  5. Google Play Console Help, ads policy, read October 27, 2026
  6. Unity Grow, video creative specifications, read October 27, 2026
  7. Unity Grow, playable creative specifications, read October 27, 2026
  8. AppLovin, creative guidelines, read October 27, 2026
  9. Google Play Console Help, Families ads and monetization policy, read October 27, 2026

Meta Audience Network's rewarded specs could be read only through a search snippet, and its English and Spanish tables disagree, so it is not in the table. AppLovin's page gives no video resolution. AdMob's rewarded interstitial and Unity's 30 to 60 second videos are both labeled beta by the platforms.

03

How we build an ad for it

Directed by people, made with AI, finished by hand. You approve the script and the sound before any footage is made.

  1. Two cuts for two viewers

    An interstitial viewer can close after as little as five seconds, so the short cut lands the game, the hook and the name by then. A rewarded viewer opted in and waits out the countdown, so the long cut has a real arc and a payoff that earns the time. Both come from one shoot.

  2. Cold open, game already on screen

    Ad pods play two videos back to back by default, so ours may start straight after somebody else's. The first frame is the game or the app already in play, never a logo build or a fade up from black.

  3. The end card is its own design

    Unity refuses a video ad without one. We design it as a separate piece: 800 by 800 for Unity's default with 800 by 600 and 600 by 800 versions and a hundred-pixel crop buffer, AppLovin's portrait sizes, and separate iOS and Android exports, since the Apple badge may only appear in iOS creatives.

  4. Mixed for an unmuted phone, readable on mute

    Rewarded volume follows the device, so an unmuted phone plays the mix at full level: it is mixed to sound right there rather than to shout. Supers carry the message for the viewer whose switch is on mute, and nothing essential lives only in the soundtrack.

  5. No fake buttons, no fake alerts

    A fake close button, a pretend notification or an invented system dialog is banned by Google Play's ads policy and by Unity, however common it is elsewhere. Game footage shows the game as it plays; stylized scenes are clearly stylized and never pass as its interface.

  6. What a playable is built from

    A playable is a single HTML5 file under 5 MB written to MRAID 3.0 for Unity or MRAID 2.0 for AppLovin: software, not a film. We supply what the developer builds it from: the hook animation, characters, backgrounds, end card art and sound, exported to their asset list.

04

Films that fit

Finished Filmito films, labeled with what each one is. Hover or tap to play.

Flipper Intel, Vertical ad
Flipper IntelFlipper Intel, a 19-second vertical app ad that opens on the app in use, in the portrait frame AppLovin lists for video.
Bible Animation Studios, Animation
Bible Animation StudiosBible Animation Studios, a 37-second animation reel; stylized animation like this shows a game's world without faking its interface.
Nella, App launch film
NellaNella, a 54-second app launch film. 16:9 master shown; an in-app cut lands the app in five seconds and keeps the full arc for rewarded placements.

All client films

05

What to order

User acquisition wears creative out fast: new hooks every month, a short and a long cut of each, and end cards per network is the steady rhythm Growth is priced for.

One adLaunch, 15 seconds$595

15 seconds. One idea, one hook, one clear ask. First cut in 3 days, 2 revision rounds, 16:9 and 9:16 included.

Launch on the pricing page
Every monthGrowth$2,497 per month

4 unique ads every month. Different angles, not shorter cuts.

Growth on the pricing page
06

Questions about In-app video ads

How long should a rewarded video ad be?

Up to about a minute: Unity takes 60 seconds or less, with 30 to 60 still a beta, and AppLovin lists 60 seconds as its video maximum. On AdMob the countdown runs between 5 and 30 seconds depending on the creative. We cut a fifteen for interstitials and a thirty for rewarded placements.

Can people skip in-app video ads?

A rewarded viewer chose to watch and gets the reward when the countdown ends. An interstitial can be closed after a delay of up to five seconds on AdMob, up to twelve for high-engagement video, and Google Play does not allow full-screen interstitials that cannot be closed after fifteen seconds.

What is an end card, and do we need one?

It is the screen after the video that carries the install button. Unity requires one on every video ad, as a JPG, PNG or GIF up to 5 MB at 800 by 800, 800 by 600 or 600 by 800. We design it with the film and export a version for each network and each store.

Do in-app video ads play with sound?

Often. AdMob ties rewarded ad volume to the device volume, so an unmuted phone plays the mix. Playables must stay silent until the first tap on AppLovin and Google, and Unity playables are silent when the iOS mute switch is on. Our cuts read without sound and sound right with it.

Do you make playable ads?

We make what a playable is built from: the hook animation, characters, backgrounds, end card art and sound, exported to the developer's asset list. The playable itself is a single HTML5 file under 5 MB written to MRAID 3.0 for Unity or MRAID 2.0 for AppLovin, built by your developer or the network's studio.

Can we buy ads on AdMob directly?

No. AdMob is where app owners sell their space. Advertisers reach those apps through Google Ads App campaigns, which need the videos on YouTube and assemble the ads automatically, or through networks such as Unity, which asks for a minimum deposit of 1,000 US dollars. We deliver the files; your team or agency buys.

Filmito

Tell us the screen. We build the film.

Six short questions about your brand and where the ad will run. A person replies within one business day with the idea, the price and the date.

Since 2017 · 9,700+ films · 4.8 from 970+ reviews, every one readable