Nine formats · Six screen-first skills

Marketing art lives on a six-inch screen. Most of it was designed on a 27-inch one.

A phone gives your creative a second and a half, half of it muted, most of it in dark mode, all of it under a thumb. The gap between “nice campaign” and “work that performs” is knowing which craft each placement actually rewards.

9 creative formats1.7s to stop the thumb80% safe-zone rule
Illustration of a smartphone showing a mobile ad creative surrounded by type, colour swatches and performance charts

A phone is not a small billboard. It's a different medium.

Vertical frames, muted autoplay, OLED saturation, dark backgrounds, cropped safe zones and a hand covering the bottom corner — none of these exist on the canvas where most marketing art gets made.

Each format below is written the same way: what it actually is, what to get right first, when to make it, and how long it should honestly take.

The formats

Social · In-app · App store

  • 9:16 · Instagram & TikTok Stories

    Vertical Story Art

    A story frame is a poster you hold in your hand. Anything smaller than a thumbnail is decoration nobody will ever see.

    Get right first
    One subject, one promise, safe zones clear of the UI chrome
    Make it when
    Design at 1080x1920, review at 30% zoom
    Give it
    45 min per concept
  • 1:1 & 4:5 · Feed placements

    Thumb-Stop Static

    The feed gives you 1.7 seconds. Contrast and a single focal point beat a beautiful composition every time.

    Get right first
    High-contrast subject, cropped tight, negative space for the hook
    Make it when
    Test three crops of the same frame before new art
    Give it
    30 min per variant
  • Typography · All placements

    Mobile Type Systems

    Desktop type scales collapse on a 375px screen. Mobile headlines need weight, not size.

    Get right first
    24px minimum body, 1.1 line-height display, two weights max
    Make it when
    Proof on a real device in sunlight, never on a monitor
    Give it
    1 hour to set the scale
  • 6s loops · Reels, Shorts, in-app

    Motion & Loop Ads

    Most mobile video is watched muted. If the first frame and the captions don't tell the story, the sound design can't save it.

    Get right first
    Hook in frame one, burned-in captions, seamless loop point
    Make it when
    Cut to 6s, then 15s — never the reverse
    Give it
    2-3 hours per cut
  • Screenshots & icons

    App Store Creative

    The first two screenshots carry the install. The rest are read by roughly nobody.

    Get right first
    Benefit captions above device frames, icon legible at 40px
    Make it when
    Refresh with each seasonal campaign
    Give it
    Half a day per set
  • Playables · HTML5 units

    Playable & Interactive

    A playable earns attention by giving something back. One mechanic, learnable without instructions.

    Get right first
    3-second tutorial, single tap mechanic, end card with clear CTA
    Make it when
    Prototype before art direction is locked
    Give it
    1-2 days
  • Adaptive assets

    Dark-Mode Ready Art

    Over half of mobile users browse in dark mode. White-background creative arrives as a glowing rectangle.

    Get right first
    Transparent PNG logos, two background variants, tested contrast
    Make it when
    Build both variants in the same file
    Give it
    20 min extra per asset
  • Palette craft

    Color for Small Screens

    OLED screens push saturation. Palettes that sing on a calibrated display can turn acidic in a pocket.

    Get right first
    4.5:1 text contrast, one accent, muted supporting tones
    Make it when
    Check on an OLED phone at 40% brightness
    Give it
    1 hour
  • Native-feel video & static

    UGC-Style Creative

    Polish reads as an ad. Handheld framing, real rooms and imperfect light read as a recommendation.

    Get right first
    Front-camera framing, spoken hook, on-screen text like a caption
    Make it when
    Shoot in batches, one hook per take
    Give it
    Half a day per batch

Six skills behind creative that performs on mobile

  1. 01

    Design for the thumb, not the mouse

    Tap targets at 44px minimum, primary actions in the lower third, nothing important behind a hover state that mobile will never trigger.

  2. 02

    Lead with the hook frame

    Whatever appears in the first 1.5 seconds decides the campaign. Write the hook first, then build art that earns it.

  3. 03

    Build in modular layers

    Keep background, subject, headline and CTA on separate layers so one creative becomes twenty resized, relocalised variants in an afternoon.

  4. 04

    Respect safe zones

    Every platform crops. Keep type and logos inside the middle 80% so nothing lands under a profile bubble or a progress bar.

  5. 05

    Test in threes

    Ship a hook variant, a visual variant and a CTA variant against the same audience. One change per test or the result teaches nothing.

  6. 06

    Export like an engineer

    WebP for static, H.264 for video, under 4MB, sRGB, correct aspect per placement. Compression artefacts cost more reach than a weak idea.

The production loop

  1. 01

    Brief

    One audience, one promise, one placement written down before any art starts.

  2. 02

    Hook

    Draft five hooks as plain text. Only then design the frame that delivers the best one.

  3. 03

    Build

    Master file at 1080x1920 in modular layers, exported to every placement ratio.

  4. 04

    Read

    Watch hook-rate and hold-rate, not likes. Kill, keep or iterate within a week.