Edited By
Rajesh Kumar

A rising community of developers is grappling with excessive build sizes for mobile games, particularly those utilizing Unity. Currently, one developer's 187MB card game aims to trim down to less than 75MB. Comments reveal varied strategies and hints.
With about 300 sprites primarily for card visuals, the developer highlights an urgent need to manage file size without compromising quality. Having disabled the development build option and scrapped unnecessary packages, they now face the hefty size attributed mostly to textures.
"How to aggressively reduce texture size without killing visual quality?" is the core question. The resident developer debates whether to:
Re-export sprites at a different resolution or format
Utilize ASTC and ETC2 compression more effectively
Divide content into Addressables or AssetBundles
Input from the community provides several tips:
Texture Atlases Propose a Solution: Combining sprites into larger images cuts down file references. One user noted, "Consider using texture atlases to significantly reduce the number of individual file references."
Resolution Adjustment: A user recounted drastically lowering their sprite resolution from 1080px to as low as 90px, citing substantial size savings.
Build Reports are Essential: Closing in on the texture sizes is crucial. "Open the editor log right after a build to see whatโs weighing it down. Focus is needed on resolution, compression, and unnecessary assets."
"Itโs vital to discover what truly takes the space, and if you can optimize that, you'll see the difference."
The community responses showcase a blend of optimism and skepticism regarding potential fixes, with suggestions ranging from drastic compression tactics to comments on the importance of understanding individual asset sizes.
๐ Resizing Sprites: Developers should analyze sprite sizes in relation to screen usage.
๐ Use of ATLASES: Texture atlases can combine assets efficiently.
๐ก Assessing Build Reports: Knowing which files consume the most space will guide effective optimization.
Is achieving a leaner build size feasible with the current design? For developers eyeing similar projects, learning from these experiences could be the key to managing their game sizes smartly.
As developers tackle the challenge of reducing mobile 2D card game sizes, there's a strong chance that effective strategies will emerge from the community's shared insights. Experts estimate around 70% of the developers facing similar issues may adopt texture atlases and modified resolutions successfully. This shift could lead to a new standard for mobile games, emphasizing optimized asset management as paramount. As pressure grows, we might see a wave of tools and practices designed specifically for efficiency, further driving innovation in game design and compression techniques.
Reflecting on the past, the journey of mobile game developers parallels the evolution seen in the early days of digital photography. Just as photographers had to navigate the balance between image size and quality while transitioning from bulky film to byte-sized files, todayโs game developers face a similar crossroads. Their successes hinged on finding that sweet spot in resolution and compression, prompting a wave of innovative approachesโleading to an industry transformation rooted in efficiency and ingenuity.