mmpx studio
The AI-native playable engineClosed beta

mmpxstudio

The AI-native engine for playable ads and small, instant-loading games. Hand it the brief, watch it build, ship to every network.

The MMPX Studio editor: a playable ad's scene, its hierarchy and the selected coin's components.

01 — How it works

From brief to every network, in one sitting.

  1. 1

    Hand it the brief

    Drop in the PDF, Word file, slides or screenshots the client sent. The AI plans the hook, gameplay and end card — and asks you when a decision is yours to make.

  2. 2

    Watch it build

    It lays out scenes, writes the scripts and wires up the install button in the editor in front of you. What it makes are ordinary scenes and TypeScript you can open and change.

  3. 3

    Export everywhere

    One build profile packages the playable for each network you pick — the right file shape, the store link wired in, checked against each network's size cap and rules.

02 — Features

Everything a playable needs. Nothing it doesn't.

An AI that knows playables
How a playable is structured, what each network accepts and rejects, and a library of working mechanics — tap, drag, swipe, timers, scores, tutorial hands. It checks its own work before calling a playable done.
Variants without copies
Ten versions of one ad — other art, other text, another difficulty — as variants of a single project. Fix a bug once and every variant has it.
Size is a feature
A build carries only the assets it uses and the engine features it needs. The build report shows where every kilobyte goes, against each network's cap.
A real editor
Scenes and prefabs, animation clips and state graphs, particles, 2D physics, UI layout and transitions, shaders and materials — with TypeScript scripting and code completion.
Nothing to install
Studio runs in the browser and projects live in the cloud. Scripts compile and builds package right in the page.
Learn from your hits
Link earlier projects as references. The AI studies how they're built and reuses what worked — scenes, scripts and the assets they need.

03 — Networks

One project. 17 packages.

Tick the networks on a build profile and each is built the way that network wants it — one inlined HTML file or a ZIP, its ad SDK's install call, its required events. A build check flags common causes of rejection before you upload.

  • AppLovinHTML · 5 MB
  • Unity AdsHTML · 5 MB
  • ironSource (LevelPlay)ZIP · 5 MB
  • MintegralZIP · 5 MB
  • Meta (Facebook)ZIP · 5 MB
  • MolocoHTML · 5 MB
  • Google Ads (UAC / AdMob)ZIP · 5 MB
  • Google Ads (MRAID)HTML · 5 MB
  • TikTokZIP · 5 MB
  • PangleZIP · 5 MB
  • SnapchatZIP · 5 MB
  • Vungle (Liftoff Monetize)HTML · 5 MB
  • LiftoffHTML · 5 MB
  • AdikteevZIP · 5 MB
  • AppierHTML · 5 MB
  • SmadexHTML · 5 MB
  • RubeexZIP · 5 MB

04 — Beyond ads

Web games too

The same engine makes small web games that load in a blink: a web build profile turns the project into one HTML page. Portal support starts with CrazyGames — its SDK, ad breaks and gameplay events, through the calls your scripts already use.

Free to ship

The mmpx runtime goes inside every game you export at no extra cost. An exported game never checks a licence or calls our servers — it runs anywhere a browser does.

05 — Closed beta

Build your next playable with us.

We're opening MMPX Studio to a small group of playable-ad teams first. Leave your email and we'll be in touch when there's a seat. No payment during the beta.

We use your email only to invite you to the beta — see the privacy policy.