Per Regna: how we built 6 ad creatives for a mobile strategy game
Growth, Adventure and Alliance videos for Per Regna — Ascending Realms: a paid trial, a tutorial-covered capture, the title-plate fix, a procedural score, and vertical plus horizontal delivery.

Per Regna — Ascending Realms is a space-empire strategy game on iOS and Android. The studio's brief was clear: three videos, one idea each, an epic and confident tone — neither a cartoon meme nor grimdark. Readable on mute, a strong first three seconds, the name and a call to action at the end. Differentiators: no pay-to-win, one persistent universe.
A trial first
Before the main order we made one paid trial: a 15-second vertical Growth video. Once approved, the full campaign began, and the trial lived on inside the 30-second version.
The problem: the tutorial
The client's first recording was a 98-second tutorial flow; a tutorial box covered the top 35–45% of the screen. We used two fixes:
- A title plate: a navy plate at the top carried each scene's headline and covered the box. Viewers read it as part of the design.
- A radial fog mask: in the opening only the home planet is visible. The "one world" story and the masking were solved in a single move.
Then the client opened a test account and we played and recaptured the game without the tutorial. The main campaign was built on those recordings.
Three videos, three promises
Growth: one planet → base in the snow → buildings assembling → "LEVEL UP" → ×1000 ships → fleet launch → "+1 COLONY" → eight colonies → end card.
Adventure: nebula → scouting → depth 1/2/3 → the RETURN / CONTINUE decision → fleet attack → victory → end card.
Alliance (horizontal): "ALONE, YOU RAID. TOGETHER, YOU RULE." → a living galaxy → join an alliance → joint-strike countdown → "STRIKE TOGETHER" → "RULE THE GALAXY" → end card.
Graphics and sound
The closest free font to the logo was Cinzel; with a gold gradient and a shine pass, every headline belongs to one family. Resource counters, lifted cards, the ×1000 stamp and the colony network take their cue from the game's own UI.
We produced the music and every effect for this job: 120 BPM, D minor. The edit is driven from a single list; scene lengths are multiples of 15 frames, so every cut lands on a beat. In the horizontal version the tempo halves and shots get longer.
Revisions
The client liked the verticals; the only note was that depth highlights drifted at second 8 of Adventure. On the end card, "Per Regna" split onto two lines before snapping to one, so we tightened the letter spacing. Lesson: before placing a UI highlight, measure that the panel doesn't move in that range.
All six videos play on the project page. For your own game: Game trailers.
Trailers and ad creatives cut from real gameplay, with a strong first three seconds and readable with the sound off. Vertical + horizontal, 15 / 30 / 40 s.
What’s in it 5
- Gameplay capture (we can record it for you)
- One promise per video: growth, adventure, alliance…
- 9:16 and 16:9, 15 / 30 / 40 s cuts
- Custom music + sound design, −14 LUFS
- With-sound and silent versions, end card and CTA
Frequently asked
1.How many videos were made for Per Regna?
Six: Growth 30 + 15 s and Adventure 30 + 15 s vertical (9:16), Alliance 39 + 15 s horizontal (16:9). Each with with-sound and silent versions and separate audio stems.
2.How was the gameplay captured?
In the first recordings a tutorial box covered the top of the screen. The client opened a test account; we played the game ourselves and recaptured it tutorial-free with the English UI.
3.Where does the music come from?
It was made for this job: 120 BPM in D minor — drone, ostinato, drums, braams, risers. Cuts land on the beat and the mix sits at −14 LUFS.
4.How long does a campaign like this take?
7–10 days once capture is ready. For Per Regna we first made a single 15-second trial video, then moved on to the whole campaign after approval.


