In about an hour. Built from your own art library, written in your own voice, rendered in every format your channels want. Creative Engine goes live on your stack, and your team runs it. For the feeds that eat creative: Meta, TikTok, AppLovin.
Paid UA runs on creative volume. The algorithm wants a constant feed of fresh variants to test, and most teams can produce a handful a week. Concepts sit in a design queue. Every scale-or-kill decision waits on the next batch. Meanwhile the board is asking what the AI plan is.
The obvious fixes don't hold. More briefs make the queue longer. Outsourced variant mills drift off-brand. And generic AI tools produce off-model characters and fake UI, the exact slop your players screenshot and post.
The bottleneck is throughput. Creative Engine is the throughput layer your team owns.
Tiny Tavern is a fictional idle game with a complete intake pack, run through the Engine end to end: brand rules, angle system, copy, templates, batch render, QA. These 20 came out of one spec sheet. Every stat and quote in the ads is fiction; the mechanics are the product.
5 angles × 4 layouts, square and 9:16 story cuts. Every file lands named: tinytavern_bait_hooktop_sq_v2
Your batch is your art, your voice, your angles, built on your title during setup.
Every variant tracks through the loop: rendered, QA, in test, scaling, killed. Thresholds are yours, wired to whatever metric you run. This is a live demo with fictional numbers. Click around.
After setup, this loop runs on your accounts: a shared spec sheet in your Drive plus a console page generated for every batch.
White-glove setup, included. The brand-context pack comes together from your art, brand rules, voice, and past winners. Layout templates get built on your brand, and the angle system tunes to what's running in your genre right now. Everything stands up on your accounts, and your team trains on real campaigns before setup ends.
Pick a concept. The Engine generates angles and copy against the brand pack. Your team redlines, fills the spec sheet (one row = one ad, mostly dropdowns), and renders the batch in one command. QA checklist, then ship through your normal Ads Manager flow.
Test results come back against your kill and scale thresholds. Winners get scaled and iterated, losers die fast, and next batch direction comes from the numbers, whatever metric you run: CPI, ROAS, payback.
The single source every generation reads: asset library, brand and voice rules, past winners, genre hook patterns. The reason batch 40 still sounds like you.
Angle matrix with rationale, then headlines, primary text, and CTAs per angle. Brand-voice guardrails with an eval pass, proven in daily production against a 26,000-product catalog.
3 to 4 components built on your brand: hook-top, character-led, screenshot-frame, social-proof. Each takes a headline, an art asset, a CTA, and a format size.
One spec sheet drives everything. Twenty variants is one render command. Square, 4:5, and 9:16 from the same rows, named and versioned automatically.
Generated hooks, b-roll, and spokesperson clips through your own gen accounts. Your real gameplay capture where the game shows. Assembly cuts 15s and 30s versions plus motion statics.
A human pass against a checklist: brand rules, thumb-stop legibility at feed size, platform-policy reject risk. Flags get caught before upload instead of after.
Characters, key art, and screenshots come from your library. Generated imagery stays bounded to backgrounds and texture plates. Where to push the line is your call; the Engine executes your creative direction.
Kill and scale thresholds wire to your metric and your numbers. Creative direction stays yours. Per-client settings all the way down, never hard-coded defaults.
Everything lives on your tools: the sheet, the templates, the assets, the playbook. Walk away anytime and delete nothing; everything set up is yours.
The Engine sells more shots on goal and faster scale-or-kill calls. Whether any single ad wins is your test loop's job, and no honest tool claims otherwise.
Bring the game. The demo conversation starts from your public store page and what's already running in your genre, and turns into a batch plan for your title. Fixed-price setup, scoped on the call. Capped at 2 studios at a time.
30 minutes. If the bottleneck turns out to be wider than creative (reporting, campaign ops, research), that conversation exists too.