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Lumiin · In-Game Advertising

Advertising designed for interactive worlds

Lumiin connects placements in games with dynamic campaigns, approved assets, controlled delivery and traceable commercial processes.

Integrate Lumiin
How it works

Game world, campaign and asset stay connected

The portal controls campaigns and approvals. The engine integration implements placements in the game world. Interfaces keep both sides in one delivery context.

Native engine integration

Unreal Engine connects projects, placements, previews and controlled hand-offs directly with Lumiin.

Delivery interfaces

Decision and event interfaces connect placements with dynamic creatives and record relevant delivery events.

Contextual control

Regions, audiences, priorities, rotation and appropriate game contexts inform campaign delivery.

Reporting and billing

Delivery and measurement data come together for reporting, billing and commercial participation models.

For developers

The API is the contract

One game key per game, two endpoints for the client. /decide returns decisions for your placements, /events accepts measurements, batched and offline-tolerant.

Unknown placement keys are registered as inventory on first contact and show up in the portal. Only production traffic counts commercially; test runs stay test runs.

Discuss integration
POST /api/v1/decide
// Request  (Header: X-Lumiin-Key: <game key>)
{
  "placements": ["metro-car-left", "metro-car-right"],
  "sessionId": "9f3c…",
  "context": { "map": "Subway", "locale": "en-US" }
}

// Response 200
{
  "measurement": { "minVisibleFraction": 0.5, "minScreenCoverage": 0.015,
                   "maxViewAngleDegrees": 55, "minContinuousSeconds": 1.0 },
  "ads": [{
    "placementKey": "metro-car-left",
    "token": "evt_8ab3…",
    "creative": { "id": "cr_123", "format": "image",
                  "imageUrl": "https://…/lumiin/cr_123.jpg", "aspectRatio": 1.7777 }
  }]
}
POST /api/v1/events
{
  "sessionId": "9f3c…",
  "events": [
    { "type": "impression",          "placementKey": "metro-car-left", "token": "evt_8ab3…", "ts": "2026-08-30T12:00:01Z" },
    { "type": "viewable_impression", "placementKey": "metro-car-left", "token": "evt_8ab3…", "ts": "2026-08-30T12:00:05Z" },
    { "type": "view_time",           "placementKey": "metro-car-left", "token": "evt_8ab3…", "ts": "2026-08-30T12:04:11Z", "value": 14.75 }
  ]
}
// → { "accepted": 3 }   (dedupe per token and type, server truth)
Unreal Engine · Blueprint
1. Enable the "Lumiin" plugin
2. Project Settings → Lumiin → connect the game to the portal (editor login)
3. Drag ALumiinScreenPlacement into the scene, assign material M_LumiinAd
4. Play: a test creative shows immediately, viewability runs in the background
5. In the portal: claim the placement, book a campaign, switch mode to production
Integration

From zero to campaign

01

Connect the game

Create a game in the portal or connect straight from the Unreal editor. You receive a game key.

02

Set placements

Screens, images, video, audio and material surfaces. Every placement has a stable identity, across PIE and duplicates.

03

Define rules

Allowed ad types and blocked categories per game. No cola poster in the middle ages, unless you want one.

04

Monetise

Delivery, reporting and commercial participation are assigned to the game and agreed participants.

Manage campaigns for interactive contexts
For advertisers

Manage campaigns for interactive contexts

Brands and agencies plan campaigns, target regions, audiences, formats and flight dates in a familiar commercial context.

Creatives can be supplied from Eurydike and coordinated with studios and publishers through defined approvals.

Reporting and billing remain connected to the campaign, placement, game and delivered asset.

  • Campaigns & flights
  • Regions & audiences
  • Approvals
  • Competitive exclusion
  • Reporting
Contact sales
Formats & control

More than a static image in a game

Dynamic media

Image, video, audio and material formats can be supplied and changed per campaign.

Measurable delivery

Visibility, delivery events and time signals are recorded transparently without turning them into impact promises.

Time and region

Time windows, regions, categories and priorities control when and in which context content is delivered.

Control for studios

Publishers and developers define suitable surfaces, categories and approvals for their game worlds.

Integrate Lumiin into your delivery process

Developers, publishers, brands and agencies get a clear entry point for integration, campaigns and commercial requirements.