This is no BS gaming podcast 2.5 gamers – 🎮 The 3-Minute playable that pre-qualifies your WHALES!
Sharing actionable insights, dropping knowledge from our day-to-day User Acquisition, Game Design, and Ad monetization jobs. We are definitely not discussing the latest industry news, but having so much fun! Let’s not forget this is a 4 am conference discussion vibe, so let’s not take it too seriously.
The Team:
Jakub Remiar- Game design consultant
Felix Braberg – Ad monetization consultant
Matej Lančarič – User Acquisition & Creatives consultant
Join our slack channel here: SLACK CHANNEL
-

Unisex oversized hoodie
70,00 € Select options This product has multiple variants. The options may be chosen on the product page -

2,5gamers OG hoodie
59,00 € Select options This product has multiple variants. The options may be chosen on the product page -

Oversized faded t-shirt
40,00 € Select options This product has multiple variants. The options may be chosen on the product page -

Denim T-Shirt
32,50 € – 35,50 € Select options This product has multiple variants. The options may be chosen on the product page
Summary
This month’s playable trends are the kind you only catch when you’re staring at hundreds of creatives in a row: the dress-up “please your boyfriend’s mom” hook quietly flooding match-3 UA, and the Playrix templated-playable machine that turns one build into an entire portfolio.
Matej Lančarič and Ondrej Mosberger are joined by Robin Kuyer, who leads Unity PlayWorks (formerly Luna Labs) and has been building playables for five years. They break down the fashion/dress-up template appearing across Crazy Labs, Kinetic, and others (often with identical assets) and why it’s really a match-3 onboarding wrapper, the Playrix masterclass of strongly templated playables reused across Township, Gardenscapes, and Homescapes, and the single most underused tactic in the industry: taking one winning playable build and squeezing everything out of it with asset swaps, camera-angle changes, and different cut points. They also dig into long playables (and why 3 minutes can pre-qualify your best payers), the authentic-vs-non-authentic debate (where CTR can double but ROAS stays close), network approval chaos, and where AI playable production is genuinely heading — plus why “make a playable that performs well” will never be a working prompt.
The throughline, straight from Robin: production speed means nothing without the foundation. Knowing what a good hook, reward loop, and progression actually look like is the part too many studios skip.
Chapters
00:00 Game designers on playable team?
03:35 The fashion / dress-up playable pattern
08:00 Why it’s really match-3 in disguise
16:14 The Playrix templated-playable masterclass
20:35 One build, many ads — asset swaps and camera angles
27:00 Long playables and pre-qualifying payers
36:46 Authentic vs non-authentic playables
40:00 Can AI vibe-code a winning playable?