Agent harness + infrastructure for playable ads

Creative infrastructure for mobile game studios.

Anyone can prompt a model into a playable. Orvind is the harness and infrastructure around the models: it rebuilds your real game, tests every build and learns from every campaign.

Running UA for a portfolio? Book a demo and we'll set up the harness with your game.

LIVE PLAYABLE
CubeFlow3D colour-sorting puzzle
01 CREATE · WHAT'S IN THIS FILE
  • The real voxel sculptures and pouch queues
  • Every booster works: hint, shuffle, magnet, extra slot
  • Levels that each add a new rule, with win and fail endings
SINGLE FILE · UNDER 5 MBFull screen ↗

Already shipping playables with studios

  • APPS
  • Loop Games
  • Craft Games
  • Hypermonk Games
Why a harness

Everyone has the same models. The harness is the difference.

Plenty of studios and agencies now use AI to make playables faster. That speeds up one person's work. It doesn't make the output dependable, repeatable or smarter over time. That takes engineering around the model: context, tools, checks and memory. That is the part we build.

Question AI-generated playable Orvind
Where it comes from Screenshots, a prompt, a template Your game itself: its own art, levels and logic
What players get One scene with a few taps, then the end card Your real game: levels, progression, upgrades, boosters
How it feels Physics and controls guessed to look similar The exact feel players get after they install
Changing it Generate again and hope it comes out better Ask for one change in plain words; everything else stays
How it’s checked Someone clicks through it once Agents play every state, then a person signs off
What it learns Nothing: each one starts from zero Every result stays in your game’s memory and steers the next build
01 Create

Paste a store link. Get your game back as a playable.

Seven steps run on their own: your live build is unpacked, the game is studied, agents build the playable, gaps are filled in your art style, and every build is play-tested by agents and a person before it is exported to each network's spec.

Your team's part One link.
How it works

Store link in.
Playable out.

  1. Store link pasted play.google.com/store/apps/…
  2. Unpacked from your live build Sprites · 3D models · Animations · Audio
  3. Game studied Mechanics · UI · Art style · Levels
  4. Built by agents Gameplay · Tutorial · End card
  5. Gaps filled by gen-AI Missing assets · In your art style
  6. Play-tested Automated run + human QA
  7. Network-ready Every major ad network
02 Variantize

One game. As many directions as you can test.

Every creative is a source you can branch. Anyone on your team writes a brief in plain language and gets a new hook, level or mechanic twist back, from a light polish to a full reinvention, shaped by what is winning in your genre right now.

03 Optimize

A/B tests pick a winner. A system learns why it won.

Most creative optimization stops at a leaderboard: run variants, keep the top one, start again. That throws away the only thing worth keeping, which is the reason it won. Orvind runs optimization as a closed loop. Every result is tied back to the exact parts of the creative that produced it, and the next variant is built from those parts.

  1. 01 INGEST

    Every result, per variant

    Performance is pulled from your live and historical campaigns and matched to the exact variant that ran.

    CAMPAIGNS → VARIANT RECORDS
  2. 02 ATTRIBUTE

    Results tied to parts

    Each variant is a known set of choices: hook, mechanic, difficulty, length, end card. Variants that differ in one part show which choice moved the number.

    RECORDS → WHAT WORKED
  3. 03 DECIDE

    Scale, hold or retire

    Winners scale, fatigued creatives retire, and uncertain ones keep testing until the data is clear.

    WHAT WORKED → ACTIONS
  4. 04 GENERATE

    Next variants from winning parts

    Agents recombine what worked and add fresh concepts from your genre, so there is always something new to test.

    ACTIONS → NEW VARIANTS
  5. 05 VERIFY

    Tested before it spends

    Every new variant is played through by agents and signed off by a person before it reaches a campaign.

    NEW VARIANTS → LIVE

Live results feed stage 01 again. Each cycle starts from everything the last one learned.

What this takes, and why it needs a harness.

Variants have to be structured.
A folder of exported files can’t tell you what changed between two creatives. Every Orvind variant branches from one source, so the difference between any two is known exactly.
Learning has to persist.
Results stay in your game’s memory across campaigns, networks and months, not in a spreadsheet that leaves with whoever built it.
It has to keep exploring.
A system that only scales winners runs them into fatigue. Part of every cycle goes to concepts nobody has tested yet.
People stay in control.
Agents propose and build. Your team decides what ships.
Inside the harness

Specialised agents. One memory of your game.

A single model asked to do everything gets most of it roughly right. Orvind splits the work: each agent has the tools, checks and context for one job, all of them share one memory of your game and its results, and the infrastructure underneath does the heavy lifting no model should.

  1. AGENT 01 · STUDY

    Reads your live game

    Unpacks your build and writes a profile of its mechanics, UI, art style and levels. Every other agent works from it.

    STORE LINK → GAME PROFILE
  2. AGENT 02 · BUILD

    Builds and plays it

    Writes the playable from your own assets, fills gaps in your art style, then plays every state: tutorial, win, fail, end card.

    PROFILE → NETWORK-READY HTML5
  3. AGENT 03 · EXPLORE

    Knows your genre

    Scores competitor playables in your category and turns what wins into concepts, from a light polish to a full reinvention.

    MARKET SIGNALS → NEW CONCEPTS
  4. AGENT 04 · LEARN

    Reads your results

    Pulls per-variant performance from your campaigns and decides what scales, what retires and what to test next.

    CAMPAIGN DATA → NEXT VARIANTS
Shared memory Game profileEvery variant and its resultsLive genre signals
Infrastructure Build unpackingAsset pipelinePlaytest runnersNetwork spec validationResults ingestion
A person signs off Every build is reviewed by our team before it ships.
Your data stays yours Your results improve your games’ creatives only.
Hours, not weeks From store link to first playable.
Every major network Exported to each network’s spec.
Why it matters to a studio

Creative testing is a systems problem.

UA performance depends on how many good ideas you can test and how fast you learn from them. Hand production, with or without AI, caps both. Infrastructure removes the cap: the work is repeatable, measured and gets better on its own.

RELIABILITY

Creatives you can ship without checking twice

A playable that breaks on one network wastes the spend behind it. The harness plays and validates every build, so what reaches your campaigns works.

COMPOUNDING

Every campaign makes the next one better

Your game profile, every variant and every result live in one memory. Variant fifty starts from everything the first forty-nine taught.

LEVERAGE

Volume without headcount

Testing more concepts is how UA teams find winners. On infrastructure, more variants is a brief from your team, not another production cycle.

We are an engineering team. Harnesses, build pipelines and the tooling around them are what we make, and if your studio needs something that isn't here yet, we build it. Talk to the engineers

Start with a link.

Paste your store link and open your workspace: your first playables arrive in hours, and every variant after that is yours to make. Or book 30 minutes and we'll walk through the harness with your team.