Leveling Up Ads Manager With New Features

Hi Creators,

We are excited to launch several long requested upgrades to Roblox Ads Manager that place your growth at the center of your experience.

We believe that advertising should act as a complementary discovery and engagement channel for any experience on Roblox, and we expect these improvements to improve the engagement and relevance of your ads — meaning more high quality users will join and engage with your creations. Whether you’re launching your first experience from scratch or trying to take an experience to the next level — we want Ads Manager to be for you.

Let’s jump into the details below.

More Engaging Ad Creative and Custom Thumbnails

Impactful advertising needs great creative assets. With this launch, Sponsored Experiences will shift from using the smaller 1:1 ad unit, to the 16:9 ad unit that has been popularized elsewhere on the home page. We have seen this ad format improve play through rate (PTR) by up to 40% in the Sponsored Sort on Home.

One of our most requested features is here: in the new Ads Manager experience: you can now upload and manage custom 16:9 thumbnails for your campaigns! At launch, each campaign will support up to 5 thumbnails, which can be new, or previously uploaded from the Creator Dashboard. You will be able to understand which thumbnail is delivering the most impact in your reporting, leading to more effective ad strategies. Some helpful best practices for an engaging thumbnail can be found here.

Initially, these thumbnails will serve evenly to users across Roblox, and you’ll be able to see which creative is driving the best engagement. Over time, our ads system will start to prioritize showing the most engaging thumbnail to each user group, ensuring users see the most relevant creative.

For our creative specs, or more information about how to upload creatives, see here.

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Simplified Campaign Creation

Ads are only valuable if they help achieve your goals, and you shouldn’t have to be an expert to make it happen!

We’ve built the new Ads Manager with a simple three step flow: just select your goal, budget, and creative and Roblox will take care of the rest.

At launch, you will be able to optimize towards maximizing plays, which will help you get the most plays at the lowest cost. This goal will be particularly useful in getting your new experiences in front of users right on launch, helping spur engagement and playtime.

Over the coming months, we’re planning to launch more goals for your ad campaigns, such as driving retention and maximizing revenue, which will help you start to use ads at different stages of the user journey. We’re also adding more advanced targeting functionality, to set guardrails around who sees your ads, such as age, location, gender, genre, and device.

Ads Manager - Creation_Updated 3_30

Smarter Performance Algorithms and Models

We know any dollar you spend on ads is important, so we want to make it go as far as we can. That’s why our new systems are designed to find you the best users.

Our new Ads Manager is built with smarter performance algorithms that optimize to drive the lowest Cost Per Play (CPP) aligned with your goal. This system will dynamically adjust bids in real-time to maximize ad performance and show your ads to the most relevant users.

We’ve also built in new model-based targeting that optimizes the delivery of your ads. These models analyze things like user engagement patterns, genre preferences, past ad performance, user behavior patterns, and audience demographics (where available) to reach the most relevant and high-value users with your ads. All of these changes are aimed at providing better results and ROI, with less manual effort or expertise required.

Results-Focused Reporting

Understanding the impact your ads are driving shouldn’t be hard. That’s why we’ve built new results-focused reporting. We’ve removed the layers of line-item reporting, and replaced it with a dashboard that shows you how your campaigns are performing against key metrics such as spend, impressions, 7 day playtime, 30 day Robux earnings, and more.

It’s also now much easier to search and filter the reports, and you can also download all displayed data for deeper analysis.

Ad Manager - Reporting Updated 3_30

What’s Next

This is just the beginning of major investments in making Ads Manager a stronger foundation for your growth, and we want to hear from you. Here’s a little more about what’s next.

  • Upcoming Ads Webinar: In the coming months, we’ll be running a webinar with the VPs of our Advertising Product & Engineering teams to talk about all things ads with the community, covering the ways ads can help grow your experiences, as well as how you can earn more by adding ads to your own experiences. Please add topics you’d want to hear about in that webinar in the comments below, and we’ll share more about timing soon.
  • More placements for Sponsored Experiences: While these improvements are raising the bar for Sponsored Ads on Home, we want to bring these formats to more placements and surfaces across Roblox. Expect to hear more on this later in the year.
  • More resources: We’ll be providing more resources via Creator Hub, Webinars, and more to help you upskill on ads, or have a refresher if it’s been a while.

We couldn’t have built these capabilities without your valuable feedback, and we want to continue to make improvements throughout the year.

If you don’t see your feature in this launch, let us know! Thank you.


FAQs

How can sponsored ads support organic discovery on Roblox?

  • Sponsored ads can amplify the discovery of your experience. By attracting new and relevant users to your experience, ads help the Recommended for You (RFY) algorithm learn which types of users are more likely to engage with and enjoy your content. To understand how your ad campaigns are influencing organic growth, we recommend reviewing your acquisition analytics to track trends in both paid and organic traffic.

I want to target and set bids for my ads and benefit from all of these other features. What should I do?

  • Our algorithms will seek to achieve the lowest Cost per Play (CPP) for your ad campaign objective (Maximize Plays goal on launch, but soon to include other goals like maximizing retention, driving high quality plays, and more), driving optimal performance.

    We will be adding some targeting functionality, which will allow you to set guardrails for your ads, such as specific gender, location, age, genre or device requirements. Once set, the system will try to achieve the best possible performance within those parameters.

    If you want to continue to set bids and targeting, we recommend using the ‘classic experience’. However, we hope that you will test the new experience to see the results of the new tool yourself.

Does this mean you will eventually sunset the old ‘classic’ Ads Manager?

  • There is no current sunset date for the ‘classic’ Ads Manager at this time.

    Our hope is that the new Ads Manager is bigger and better on all dimensions. If it’s not, we want to hear from you.

Can I run Search and Portal ads in the new flow?

  • At this time, the new Ads Manager flow is just for Sponsored Experience formats. If you want to run Search or Portal ads, you can leverage the classic flow. We will have more updates coming in the next few months.

I recently uploaded a creative to Ads Manager. Can I use it for my custom thumbnails?

  • While creatives from Creator Dashboard or new ones can be used in the new flow for custom thumbnail personalization, creatives recently uploaded to Ads Manager will not be available. We recommend re-uploading via the new flow in this case.
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This topic was automatically opened after 10 minutes.

When will support for search experiences come? In the creation flow I only see the option to “maximize plays” which is not exactly what I want to do cause I assume that means solely sponsored ads.

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Is this guaranteed to be lower than the lowest bid in the classic ads manager? (which is 0.01 per play). Cost per play is the primary metric that myself and my team care about the most when using advertisements. If the new system can’t go lower than the lowest bid, I don’t see myself using an algorithm that’s goal is to Maximize Cost Per Play. With that said, will we ever get maximum bid controls on the new ad system?

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I thought we were so back until I saw no search ads support. Sigh, pack it up boys, it’s over.

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I just hope Roblox ads don’t end up looking like the stereotypical mobile ads we see nowadays…
I wouldn’t mind watching ads if they come from creators who actually care about them and put effort into making them, so they’re actually engaging and original like real ads should be.

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There is no reason to believe this.

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Look at how games that are aimed for lower age children look in Roblox… If games for that age gap are like that, ads can always go south…

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What are your thoughts on Filters & Tags for Discovery (like Top games - itch.io and Steam)? And, what do you think it would mean for Ads?

With it, I see a Roblox where saying what my preferences are is actionable, not just multiple ML algorithms suggesting/trying to understand what my preferences are. This could both make ads more effective and not as needed. On that last part, if I like a specific niche, I would be able to actively search for it with filters instead of all this stuff guessing for me. Now, that’s two purposes I’d say. Knowing what I want and being recommended something I look at and say “hey that looks cool”.

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MASSIVE support from me. I have spent well over 2 million robux on ads alone, and I would love to have had this feature in the past.

I hope that your team will continue more updates to the ads manager :pray:

The ad performance is extremely low compared to the past. If you make the ads accurate enough, it will make up for it.

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Thanks so much for those changes, that really enhances the developer experience of the ads system!

But one thing I notice is when I access the ads manager, I just see this screen:

So I basically can’t create any campaigns, but why? Since I have ad credits.

I am looking forward to your answer.

Then y’all should decrease the minimum daily budget to 1 ad credit


and decrease the minimum Lifetime budget to 2-4 ad credits.

I can’t even understand why the minimum budget is set so high, it is a huge drawback for developers with low budget (like myself, I can only make 1 campaign with my current 15 ad credits).

And I want to gradually advertise my game to fix parts of the game that isn’t that engaging, instead of advertising once and losing most of the players on those “unengaging” parts

It’s also probably a drawback for Roblox since they’re making it harder for potential front page games to succeed.

So if you guys really want the Ads Manager to be for us, the minimum budget for a campaign should be decreased.

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Loving how this new system looks, I haven’t tried it out, but ive bought around 90 ad credits, so i’ll be testing it out. I’m a huge fan of the new 16:9 sponsored experiences as well!

Keep cooking!!!

I think Roblox is trying to seperate games with funding from those that don’t have funding to make sure that games that are advertised have the resources to succeed. I do however get your point, possibly lower minimum ad credit budgets could promote more experiences to make it more affordable for good games with a smaller budget.

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Could you provide any insights on this limitation?

(I haven’t personally noticed 2-day minimums being enforced on any other advertising platforms.)

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Please do not ever sunset the classic Ads Manager… we NEED targeting and the new ads manager does not allow us to target at all.

It feels like the new ads manager is for people who don’t understand how to create an effective ad with the classic one? (and also for testing thumbnails which is one good thing)

I will not be using the new ads manager, except for thumbnail testing, until targeting (region, gender, age, devices, genre) is available.

WE NEED TARGETING


Edit: Why is there only one goal? why not more? are there plans to add targeting to the new ads manager?

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I’m having issues with the Ads Manager portal, I’ve created a bug report for the issue I’m having but thought this would be a good opportunity to give it a bump

The new Ads Manager system/algorithm is amazing! With it just using 2 ad credits, it has made over 265k impressions and 1.5k plays for my game. And the lifetime budget is 20 which is absolutely insane and amazing!

Edit: 3.34 ad credits spent | Results: 355.7k impressions & 2.1k plays

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Unfortunately, I am unable to create a topic in #feature-requests and none of the other categories fit so I will just let you know here.

Please let us change the Ads Manager timezone because I put PST by mistake as the timezone and since I can’t change it, I have to do time calculations every time I want to run a campaign to determine at what times the campaign will run and end and etc.

Let me know if there actually is a way to change it in case I’m unaware.

Thanks for the feedback! Right now, the new Ads Manager flow only supports Sponsored Experience ads, which is why you’re seeing the “Maximize Plays” goal. For Search or Portal ads, you can still use the Classic flow.

Support for Search in the new flow is on our roadmap, and we’ll be rolling out more formats and goals — like Improve Retention and Drive Revenue — in the coming months.

You mentioned that “Maximize Plays” isn’t exactly what you’re looking for — could you share more about how you’d like to use ads differently? We’d love to hear your feedback.

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