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Ad creatives for games

Creatives decide who clicks. Nomads Digital produces static and video ad creatives for games in-house, with our own AI pipeline — built on tested angles and shipped fast enough to keep every campaign fresh.

Players acquired
37K+
Impressions served
4.8B+
Creatives tested
1,600+
Countries
18

Across our six published case studies. Nomads campaign data, January 2025 – September 2026, rounded down.

01

What are performance creatives for games?

Performance creatives are the images and videos a game runs as paid advertising, made to be measured. Each one is built around a single idea — an angle — and judged by what it brings in: the players who click, register, install and pay. A brand campaign is planned once and polished for months; performance creative is produced continuously, because every creative wears out as its audience sees it again and again.

That is why volume and speed matter as much as craft. Across the six campaigns in our published case studies, more than 1,600 creatives were tested — between 160 and 480 per game over the life of a campaign.

02

What is a creative angle, and how do you find one?

An angle is the reason a particular player should care. We define every angle along the same four lines: the benefit the player gets, the emotion it triggers, the frustration it answers, and the audience it is for. A strategy game can be the same game and still be sold as the thrill of outsmarting a rival, the calm of building something that lasts, or the pride of leading an alliance — three angles, three audiences, three sets of creatives.

Angles come from market research and from campaign data: what competing games are running, which heroes and stories players chose in our interactive funnels, and which past creatives brought in players who stayed and paid.

03

How are the creatives produced?

In-house, with our own AI production pipeline, directed by people who run the campaigns. Static images and video are produced from the same angle, so a winning idea can move from a banner to a video to a funnel without starting over. For licensed games we work from the publisher's own art and brand guidelines.

Creatives are localised together with the campaign — 20+ languages as standard — so a new market starts with the full set, in copy that sounds local.

04

How are creatives tested?

Side by side, on live traffic. New creatives run against the current winners and are judged on the publisher's numbers — registrations, installs and paying players — per market. Budget follows the winners; creatives that stop working are retired and replaced. The result is a campaign that keeps a steady stream of fresh creative in front of its audience.

Proof

Campaigns behind the numbers.

Three campaigns with the most creatives tested — 480+, 350+ and 240+.

All case studies
  • Sea of Conquest

    10K+

    Players acquired

    Sea of Conquest

    Pirate strategy

    Choose your captain — then set sail.

    What we built
    Two interactive funnels where players pick their captain before they ever see the landing page, plus two localised prelanders for colder traffic.
    How it ran
    Always-on since January 2025, scaled market by market across Europe and Asia, with hundreds of creatives tested along the way.
    Impressions
    1.6B+
    Creatives tested
    480+
    Countries
    13+
    Months live
    21
  • RAID: Shadow Legends

    4.8K+

    Players acquired

    RAID: Shadow Legends

    Fantasy RPG

    Story-first campaigns for a crowded genre.

    What we built
    Story-driven funnel pages and a steady stream of new creative angles, tested side by side to find what makes RPG fans click.
    How it ran
    20 months live in some of the most competitive markets for RPGs — Germany, the US, Japan, Korea and Taiwan.
    Impressions
    1.1B+
    Creatives tested
    350+
    Countries
    5
    Months live
    20
  • Star Trek Fleet Command

    4.3K+

    Players acquired

    Star Trek Fleet Command

    Sci-fi strategy

    A distress call. Four commanders. One choice.

    What we built
    Four interactive funnel variants that open with a mission and let fans choose their commander — Kirk, Burnham, Picard or Data.
    How it ran
    Always-on for 21 months across more than a dozen countries, from the US and UK to Japan and Turkey.
    Impressions
    520M+
    Creatives tested
    240+
    Countries
    12+
    Months live
    21

Questions

Asked before every brief.

Do you produce static or video creatives?
Both. Static and video creatives are produced from the same angle, so an idea that works as an image can be turned into a video, and the other way round.
How many creatives does a campaign need?
More than most publishers expect, because every creative wears out. In our six published campaigns, between 160 and 480 creatives were tested per game over the life of the campaign — more than 1,600 in total.
Are the creatives made with AI?
Yes. We produce static and video creatives with our own AI pipeline, directed by the people who run the campaigns. That is what makes it possible to test many angles quickly and keep campaigns fresh.
Can you work with our brand guidelines and licensed characters?
Yes. For licensed games we work from the publisher's own character art and brand guidelines, so every creative looks like the property it advertises.
Are creatives localised?
Yes. Creatives ship in 20+ languages as standard, with copy written to sound local, and more languages are added when a market calls for them.

Let's talk

Tell us about the game and the markets you care about. We'll come back with what we would run first.

  • A reply within one business day
  • A first read on your launch — not a 40-page deck
  • Straight answers from the people who run the campaigns