Luna Labs

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IronSource acquires video and playable ad platform Luna Labs

Mobile advertising company ironSource is announcing its second acquisition of the year — Luna Labs, a startup that’s built a platform allowing app developers to create and manage video and playable ads.

When I first wrote about the startup in 2019, its main selling point was the ability to create those ads directly from the Unity game engine used by many developers. Since then, it has expanded its platform to support the creation of both playable and video ads (including unlimited variations of a gameplay video), manage their entire ad library, analyze their performance and even automatically optimize them based on install data. Its customers include Crazy Labs, Supersonic Studios, Lion Studios, Kwalee and Voodoo.

IronSource, meanwhile, has built a platform for mobile user growth and monetization. It was valued at more than $1 billion in its most recent funding round of more than $400 million, and in January it announced the acquisition of ad measurement company Soomla.

In a statement, ironSource’s co-founder and chief revenue officer Omer Kaplan said:

Our vision at ironSource is to build the most comprehensive growth platform for app developers, allowing them to focus on content creation and on building a great user experience, while we provide the infrastructure for their business expansion. Creatives are a key part of that and have only become more important as competition for user attention grows. But ad creative development and testing at scale is incredibly difficult and costly. Luna Labs solves that by bringing high quality end-to-end ad creation management to app developers, and we’re excited to be able to add that capability into the ironSource platform.

The financial terms of the acquisition were not disclosed. IronSource says that the Luna Labs team (currently based in the United Kingdom) will remain in its current offices, where it will continue developing its technology “under the ironSource umbrella.”

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Luna Labs creates playable ads, directly from Unity

It seems obvious that the best way to advertise a game is to let people play the game itself — and we’ve covered other startups tackling this problem, such as AppOnboard and mNectar.

But Luna Labs co-founder and CEO Steven Chard said that for most developers, the creation of these ads involves outsourcing: “It might take weeks to make an ad, and the quality of the content at the end could be limited.”

The problem, Chard said, is that most games are built on the Unity engine, while the ads need to be in HTML5, which means that developers often have to build playable ads from scratch — hence the outsourcing.

“There’s this huge demand for playables, but the tech hasn’t caught up with it,” he said. “Our view — and I think why it’s really resonating with developers — we’re saying to developers: Use that same [Unity] editor to create a playable ad. You’re going to give the user a playable ad which genuinely feels like the game.”

In fact, while Luna is officially launching its service to developers this week, it’s already been working with a few partners like Kwalee and Voodoo. Luna says that in Kwalee’s case, the results were good enough that the company spent 60% more than they did on other playable ads, and the Luna playables drove more than 250,000 installs per day.

“Luna is solving a real pain point for our studio, and the initial results have been tremendous,” said Kwalee COO Jason Falcus in a statement. “Integrating the Luna service has allowed us to significantly scale our campaigns by a comfortable margin, to the best results so far.”

Jetpack Jump

Luna’s investors include Ben Holmes (formerly of Index Ventures, backer of King and Playfish) and Chris Lee (who also invested in Space Ape and Hello Games).

Chard said the startup is currently focused on providing tools to developers, rather than getting involved in the ad-buying process. More generally, he said the company has been focused on the technology rather than the business model.

“We’re an early company with a very, very complex piece of technology — it’s taken a lot of time to get where we are,” he said. “We’re not doing it for free, but the focus isn’t on short-term profitability. It is, in the longer term, on creating a scalable product which can be used by developers.”

Chard added that eventually, he’s hoping Luna can become more involved in “at the content creation level.” For example, he suggested that developers could use the technology to test out playable concepts and see what resonates, before building a full game.

You can test it out for yourself on the Luna Labs website.

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