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Luna Labs

Create. Manage. Optimise. The Creative Technology for Playable and Video Ads.

  • Bring It In-House Series
  • Mobile Gaming Industry
  • Luna Product Corner
  • How to Optimise Playable Build Sizes- Meshes, Textures, Sound & Animation

    How to Optimise Playable Build Sizes- Meshes, Textures, Sound & Animation

    Size optimization often goes hand-in-hand with your creative performance. Here are some of the key techniques we recommend to our partners.
    Go to the profile of Ben Greene
    Ben Greene
    Oct 7, 2021
    5 Mistakes to Avoid When Scaling UA with Creatives

    5 Mistakes to Avoid When Scaling UA with Creatives

    Learn how you can get past the 5 common mistakes studios make when building a solid creative process around a cross-functional team.
    Go to the profile of Adam Stevens
    Adam Stevens
    Aug 31, 2021
    Bring it In-House Series: Maximising team efficiency and creative capabilities for BoomBit

    Bring it In-House Series: Maximising team efficiency and creative capabilities for BoomBit

    This is the second article of our Bring It In-House Series, where we interview different Luna partners and learn how in-house creative…
    Go to the profile of Kelly Chiu
    Kelly Chiu
    Jul 9, 2021
    Create code-free playables in minutes with Luna Elements

    Create code-free playables in minutes with Luna Elements

    Luna Elements lets you instantly create engaging, playable experiences, with zero code or development time.
    Go to the profile of Adam Stevens
    Adam Stevens
    Jun 15, 2021
    Bring It In-House Series: Powering Creative Testing and Output for Coda

    Bring It In-House Series: Powering Creative Testing and Output for Coda

    This is the first article of our Bring It In-House Series, where we interview different Luna partners and learn how in-house creative…
    Go to the profile of Kelly Chiu
    Kelly Chiu
    May 26, 2021
    Optimising any HTML5 playable within Luna Playground

    Optimising any HTML5 playable within Luna Playground

    Today, we’re excited to announce and officially launch the support for any HTML5 playables within Luna Playground.
    Go to the profile of Adam Stevens
    Adam Stevens
    Sep 10, 2020
    An Insider Look with Miniclip, N3TWORK and Tripledot Studios

    An Insider Look with Miniclip, N3TWORK and Tripledot Studios

    To discuss the biggest trends in performance marketing and ad creatives*
    Go to the profile of Kelly Chiu
    Kelly Chiu
    Aug 27, 2020
    An Insider Look with AppAnnie, AppsFlyer, Appsumer and GameRefinery

    An Insider Look with AppAnnie, AppsFlyer, Appsumer and GameRefinery

    To uncover more trends in app download, user behaviour and gamer motivation — Part Two
    Go to the profile of Kelly Chiu
    Kelly Chiu
    Aug 20, 2020
    An Insider Look with Adjust, Newzoo and Quantic Foundry

    An Insider Look with Adjust, Newzoo and Quantic Foundry

    In the third instalment of our five-part industry analysis, we uncover trends in app download, gamer behaviour and motivation.
    Go to the profile of Kelly Chiu
    Kelly Chiu
    Aug 6, 2020
    Luna Tech Series: How We Automagically Remove the APIs You Don’t Need from Your Playable

    Luna Tech Series: How We Automagically Remove the APIs You Don’t Need from Your Playable

    Stubber is a Playable plugin feature that allows you to automatically stub libraries that aren’t essential to your playable.
    Go to the profile of Anton Shpak
    Anton Shpak
    Jul 31, 2020
    An Insider Look with Play Ventures, Deconstructor of Fun, Elite Game Developers and Mail.Ru

    An Insider Look with Play Ventures, Deconstructor of Fun, Elite Game Developers and Mail.Ru

    *Uncovering Trends in Investment and Mergers & Acquisitions
    Go to the profile of Kelly Chiu
    Kelly Chiu
    Jul 30, 2020
    An Insider Look with Snap, GameRefinery, Department of Play and Liquid & Grit

    An Insider Look with Snap, GameRefinery, Department of Play and Liquid & Grit

    on Monetization, Product Design, and Social Gaming Trends*
    Go to the profile of Kelly Chiu
    Kelly Chiu
    Jul 22, 2020
    5 benefits of a studio-wide approach to your creative workflow

    5 benefits of a studio-wide approach to your creative workflow

    Having a cross-functional team has become one of the most impactful ways for a studio to improve their creative process.
    Go to the profile of Kelly Chiu
    Kelly Chiu
    Jul 3, 2020
    Luna Tech Series: A Deep Dive into Unity Configurable Joints

    Luna Tech Series: A Deep Dive into Unity Configurable Joints

    In this second article of the Luna Tech Series, Vlad does a deep dive into the ins and outs of the configurable joints for Unity.
    Go to the profile of Vladimir T
    Vladimir T
    Jun 16, 2020
    Revolutionising the production of gameplay videos with Luna Replay

    Revolutionising the production of gameplay videos with Luna Replay

    Today, we are excited to finally announce the launch of Luna Replay, a tool which for the first time automates your production and editing
    Go to the profile of Adam Stevens
    Adam Stevens
    Jun 1, 2020
    Luna Tech Series: 5 Challenges of Writing in C# for a JavaScript Engine

    Luna Tech Series: 5 Challenges of Writing in C# for a JavaScript Engine

    Luna Playable allows developers to build their playable experiences in Unity, and convert them to run on the Luna game engine — a…
    Go to the profile of Luna Labs
    Luna Labs
    May 4, 2020
    Discussing the future of how game studios can build creatives

    Discussing the future of how game studios can build creatives

    To properly welcome our new VP, Operations, we picked his brain about how he sees the production of creatives evolving for game studios.
    Go to the profile of Kelly Chiu
    Kelly Chiu
    Apr 23, 2020
    Hypercasual made playables. It will not sustain them.

    Hypercasual made playables. It will not sustain them.

    Part two: What comes next?
    Go to the profile of Adam Stevens
    Adam Stevens
    Mar 12, 2020
    Hypercasual made playables. It will not sustain them.

    Hypercasual made playables. It will not sustain them.

    Part One: How we got here?
    Go to the profile of Adam Stevens
    Adam Stevens
    Feb 5, 2020
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