# Creating Ownable Collections and Defining Ad Surfaces

To enable in-game Borderless Ads, you must first have an identifiable asset upon which a blank Ad Surface can be added. To do this, navigate to the **Games** tab within the Portal, enter one of your Organization's Games pages, and select **+ New Collection**. This is an **Asset Collection**, where all of your assets will be organized and managed.

<figure><img src="/files/1SA2JmuK6IIn1oD9pMpu" alt=""><figcaption><p>Click on <strong>+ New Collection</strong> to begin creating Assets that are home to your Ad Surfaces. </p></figcaption></figure>

In the **New Collection** pop-up window, add a `Name`, `Description`, and `Image`, for a picture or logo. Organizations are likely to have multiple collections to organize Assets (and the Ad Surfaces that will be added to those Assets) in various ways that make sense for them, so be sure to utilize the Description field wisely - perhaps to specify what kinds of assets you will add or to describe its purpose related to some event, release, or initiative.

<figure><img src="/files/k9f4aeHCDr9oS7Wrk0xZ" alt=""><figcaption><p>In the <strong>New Game Collection</strong> window, add the details for your Asset Collection.</p></figcaption></figure>

Click on your newly created Collection to view it and create Assets for your game.&#x20;

<figure><img src="/files/uqx6FDJHDwn0SCp5Vv6S" alt=""><figcaption><p>Click on your latest <strong>Collection</strong> to view &#x26; create Assets within it.</p></figcaption></figure>

Inside your Collection, you will need to create an **Ownable Asset** upon which the Ad Surfaces can be added. To create an Ownable Asset, click on **+**, we can create an Ownable Asset inside it, and let's start doing it by clicking on the correspondent button.<br>

<figure><img src="/files/xzqcdwO2kLZwUDJmtPaU" alt=""><figcaption><p>Click on <strong>+ New Ownable Asset.</strong></p></figcaption></figure>

Within the **New Ownable Asset** pop-up window, add a `Name`, `Description`,  `Image`, determine its, and select the `Storage` option for the asset. We recommend adding a clear image of the Asset itself for quick and easy navigation within your Asset Collection menu.&#x20;

<figure><img src="/files/jZyU51zwRUwI2m2qrna0" alt=""><figcaption><p>Enter the details of your new Ownable Asset.</p></figcaption></figure>

Now you've created your first Ownable Asset inside the Collection for your game. Let's open it up and define an Ad Surface!

<figure><img src="/files/sXfxYfEJKt1mVPlmhobs" alt=""><figcaption><p>Click on your Ownable Asset to view its properties.</p></figcaption></figure>

Within the page of the Ownable Asset you've made, there are a multitude of properties that can be manipulated. For the time being, we'll focus specifically on <mark style="color:purple;">defining an Ad Surface</mark>, which is a portion of the surface area of your Ownable Asset that you wish to display dynamic image or video advertising content. To start, click on **+ New Ad Surface**.&#x20;

<figure><img src="/files/IZS8CHOC5UTgO19BSyLZ" alt=""><figcaption><p>Click on <strong>+ New Ad Surface</strong> to define where ad content will show on your Ownable Asset, in-game.</p></figcaption></figure>

You have the option to create either a Banner (Image) or Video advertisement. In the following example, we've selected a Video Ad Surface. In the pop-up window that appears, define your desired resolution and whether or not the Ad Surface is **Interactive**. An **Interactive Ad Surface** is one that developers can define as having a triggered event when a particular action is completed by a player in-game. These Ad Surfaces can then send the player a message to their ReneVerse account email address upon a successful interaction, which is immensely useful for Advertisers.

A **Static Ad Surface** is simply **non-interactive**, and will only gather impression data, not interaction data. This kind of Ad Surface can still display both Banner (Image) and Video.

<figure><img src="/files/Ymd0q9NG6bIOU6wnmJzP" alt=""><figcaption><p>In the pop-up window, select your Resolution and Interactivity for the Ad Surface.</p></figcaption></figure>

With that, you've created your first **Ad Surface** with its own parameters that can be used in-game for dynamically-served, non-intrusive, in-game ads!&#x20;

<figure><img src="/files/Z0f2eZa64m5gjlQIlP5U" alt=""><figcaption><p>Your Ad Surface is now ready! Its Resolution and Interactivity parameters can be toggled at any time.</p></figcaption></figure>

To summarize what you've accomplished in this section:

1. You created an **Asset Collection** within your game within the Portal.
2. You created your first **Ownable Asset** inside this Collection.
3. For that Ownable Asset, you defined your first **Ad Surface**, which can now be filled with dynamically-served ad content.&#x20;

You'll utilize this asset to launch advertisements inside your game.&#x20;


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