Will your next ad test teach you anything?
Answer 18 quick questions about how your team briefs, tests, measures and learns from ads. See your score and main testing constraint straight away, then open your full report with ranked priorities. Built for mobile game studios, and apps are supported too.
Free · About 5 minutes · No ad-account access
Choose your game’s revenue model to tailor the questions about retention, player value and ad revenue. Subscription and other mobile apps are supported too.
Five scoring areas carry equal weight, and every point comes from your answers. Contradictory answers are scored at the more cautious level. “Not sure yet” widens the score range instead of guessing.
Tap an answer to move on. See your score before entering an email, then open the full report on this page. Bonus rounds come after your results.
Methodology v3 · Updated 3 October 2026
About the assessment
A creative testing assessment is a structured review of the process behind your ad tests: how ideas are briefed, how ads are compared, which metric decides a winner, how long data is allowed to mature and whether results change the next brief. Admiral Media’s version takes about five minutes, asks 18 questions and works from your answers alone. It never logs in to an ad account or judges individual ads.
You get a score out of 100, a grade, the main constraint on your testing and a ranked list of priorities. The score describes the process you report, not campaign performance, so a small team with a disciplined process can outscore a large team that tests at random. Nothing is benchmarked against other studios, and no revenue is forecast.
Creative testing maturity is how reliably a team turns money spent on ad tests into decisions it can trust. The assessment measures it in five areas, each worth 20 points.
Twelve answers carry points, from 0 for an ad hoc practice to 10 for a documented one, and the answers within an area count equally. Six more questions about your business model, platforms, channels, spend, test volume and main bottleneck tailor the wording and findings but never add points. When two answers contradict each other, such as a documented decision rule that still relies on cost per install alone, the more cautious answer is scored. A high-priority finding always keeps its area below full marks, so a perfect score cannot hide a serious gap.
Mobile game creative testing judges an ad by the players it brings: early retention, payer conversion, ad revenue per player or, for hybrid games, combined purchase and ad value. Gameplay accuracy matters as much as the hook, because an ad that oversells the game can win cheap installs and then lose those players in the first session. Game concepts are often built around a player motivation, a puzzle or a fail moment, and strong winners can tire quickly at scale.
Creative testing for apps usually follows a funnel instead: activation, trial starts, paid conversion and renewal for subscription apps, or a first valuable action for other apps. The gap between install and value is often longer, so read windows and cohort age matter even more. The assessment asks for your business model first, then adjusts its questions, examples and findings for games or apps. Both paths share one scoring rubric, so results stay comparable across a portfolio.
Grades follow fixed bands: A is 85 to 100, B is 70 to 84, C is 50 to 69, D is 30 to 49 and E is below 30. A range instead of a single number means some answers were marked Not sure yet. The low end counts them as zero and the high end as full marks, and no grade is given until they are confirmed.
The main testing constraint is the step most likely to distort your next decision, which is not always your lowest area. Measurement and fair-comparison problems rank first, because faster production only multiplies tests that cannot be read. Teams scoring 70 or more also unlock an advanced track: three priorities chosen from their answers, covering topics such as incrementality holdouts, SKAN and AdAttributionKit conversion value design, cross-market concept transfer, leading indicators of creative fatigue and AI-assisted variant production.
Every report ends with one question to take to your next creative meeting. To check the findings against your actual creative and cohort data, book a meeting with Admiral Media’s creative strategy team.
About five minutes. There are 18 multiple-choice questions in five short missions, and you can go back and change any answer before you see your results.
No. The assessment works from your answers only. It does not access ad platforms, attribution tools or your creative files.
Your full report opens on the page straight away, and we email you a copy with a private link that works for 30 days. Requesting the report does not subscribe you to marketing emails. That needs a separate opt-in, which you confirm by email, and you can unsubscribe at any time.
Twelve scored answers across five pillars: concept strategy, test discipline, measurement quality, production readiness and learning. Each pillar is worth 20 points. Contradictory answers are scored at the more cautious level, and unknown answers produce a range instead of a guess.
No. Spend and the number of concepts you test never add points. The assessment rewards tests that produce evidence your team can act on.
Both. Game studios get questions about player quality, payer value and ad revenue, including hybrid monetization. Subscription and other apps get questions about activation, trials and paid conversion.
Choose Not sure yet. Your score becomes a range, and the report tells you which answers to confirm and who is likely to know.
Teams scoring 70 or more get three extra priorities for testing at scale, chosen from their answers. Topics include incrementality holdouts, iOS conversion value design, cross-market concept transfer, creative fatigue signals and AI-assisted variants.