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Playable ads / Creative strategy / Production

Kropachev
Aleksei

Creative Producer for Playable Ads

I turn game mechanics, market insights and performance signals into testable interactive concepts — then guide them from brief to production and iteration.

A senior hands-on background in Cocos Creator, WebGL and realtime graphics helps me assess feasibility early, communicate precisely with developers and prototype the hard parts myself.

Creative strategy / Performance thinking / Production ownership / Technical leverage

LIVE PLAYABLE / 001
Idle Zombie Miner — Tiles Survive AdaptationCocos Creator / 3D
[ TAP OR DRAG TO PLAY ]
01 6+ years Playable Ads / interactive advertising
02 100+ Interactive creatives shipped
03 Team Lead Playable production experience
04 0 → 1 In-house playable pipeline built from scratch

01 / Selected Creative Producer cases

Ideas, execution, outcome.

All case studies & playables ↗

The strongest examples of where creative judgment, production ownership and hands-on execution met a measurable result or meaningful client response.

01 Competitive adaptation → benchmark creative

Idle Zombie Miner — Tiles Survive Adaptation

Playable development · Visual solutions · Destructible objects · VFX

Idle Zombie Miner — Tiles Survive Adaptation — playable gameplay screenshot
2+ months top-performing5+ iterationsClient benchmark
Contribution

Owned development of the playable and the visual/technical solutions for destructible objects and VFX. The execution then became a base for follow-up hypotheses around closer visual alignment with the game and other IZM playables, as well as different resource treatments.

Outcome

The client's top-performing playable for 2+ months, followed by 5+ iterations testing visual alignment and resource variants. The original served as a benchmark creative for several months.

02 Visual ownership → strong performance and reach

PinesPeak

Playable development · Visual direction · Client-facing visual defense

PinesPeak — playable gameplay screenshot
10+ iterations3+ months in buyingCross-game / RU adaptations
Contribution

Handled a substantial part of the visual work in addition to development, including defending and explaining visual decisions to the client.

Outcome

10+ iterations, including adaptations for another game and the RU market. Creatives remained in media buying for over 3 months; some are still seen across ad networks.

03 Gameplay feel under production constraints

Kingdom Clash

Playable development · Visual execution · Optimization

Kingdom Clash — gameplay screenshot
Contribution

Built the playable and handled significant optimization work required by the selected scenario without sacrificing the feel of the interaction.

Outcome

Received highly enthusiastic client feedback on both the visual solutions and the overall gameplay feel.

04 Shader-driven interaction with mobile-web performance

World Association Tiles

Playable development · Custom shader · Interaction feel

World Association Tiles — playable gameplay screenshot
Contribution

Designed and implemented a custom shader that drives the sand-clearing interaction on a flat plane texture, balancing the illusion of material movement with playable performance.

Outcome

Received highly enthusiastic client feedback on the visual solution and overall gameplay feel.

02 / From signal to playable

Creative ideas need an executable path.

My strongest value sits between creative, performance and production: turning an observation into something a team can build, test and learn from.

01

Research

Read the market, deconstruct competitor creatives and isolate mechanics or visual patterns worth testing.

02

Hypothesis

Turn the signal into a clear hook, player promise and interaction idea with a reason to test it.

03

Brief

Define the playable flow, visual direction, production requirements and the parts that need early validation.

04

Production

Align art and development, prototype high-risk interactions early and keep the creative intent intact through implementation.

05

Review

Check clarity, pacing, game feel, technical quality and ad-network constraints before the build reaches traffic.

06

Test & iterate

Use performance results and feedback to decide what to simplify, reframe, scale, repeat or stop.

03 / Why the hybrid background matters

Creative ownership.
Technical leverage.

I can move between the language of the creative brief, the visual problem and the implementation detail. That makes feedback more specific, feasibility calls faster and handoffs less ambiguous.

Technical depth is leverage rather than the headline: it helps me protect the idea through production, identify expensive risks early and help the team reach a better playable with fewer blind iterations.

Full experience & CV ↗

04 / Experience

From making to leading.

Full CV ↗
2026 — Now

CGB Studio

Creative Technology & Playable Production

Senior Playable Ads Developer

2025 — 2025

Freelance

Independent Playable Production

Playable Ads Developer

2025 — 2025

ChillBase

Playable Production Ownership

Team Lead, Playable Ads

2022 — 2025

HotSiberians

Expanded scope: Creative Production / External Development

Playable Ads Developer

05 / Creative technology & production R&D

The technical layer behind better production.

Technical work ↗

Rendering experiments, simulation diagnostics and internal tools are not the headline of my producer profile — they are the leverage I bring when an idea reaches implementation.

Playable idea, creative challenge or production problem?

Let’s make it testable.