Editor Feature

Built-in Asset Compression for Playable Ads

File-size limits are one of the most common hold-ups in playable ad production. Most networks cap HTML5 playables at around 5 MB and some DSPs go lower still. Chartboost publishes no hard cap (it recommends staying under 5 MB), but the exporter builds Chartboost files to a stricter 3 MB house target so a creative never lands on the edge. Getting a creative under the limit used to mean a separate loop: export the assets, run them through an image optimizer, re-import, re-export. That could cost a producer hours per variant. Here the whole process happens in the export window, so you can hit the target in one sitting.

The quality slider re-encodes JPEG and WebP assets at the chosen level during export, with a live file size estimate that updates as you drag the slider. You can see exactly how many kilobytes each quality step saves before you commit to a download. GIF assets used in the project are also recompressed during export. At quality 100 the system falls back to lossless PNG encoding, so you always have a lossless option for assets where any visible loss is unacceptable, whatever the size cost.

The compression system sits inside the same Export modal you use to select your target network and CTA URL, so there is no other tool to open. For teams running multiple creative variants the global quality slider applies instantly across all images in the project, and individual assets can be overridden if one image degrades faster than others at a given setting. Even with a dozen images, compressing a project takes under a minute.

How it works

Open the Export modal and review the size estimate

Click Export in the top bar to open the Export modal. Before touching any compression settings you will see a live file size estimate for the current project at its current quality setting. If the estimate is already under your target network's limit, you can export immediately. If it exceeds the limit, the estimate is displayed in a warning color to prompt action.

Adjust the global quality slider

Drag the Quality slider left to reduce image encoding quality. The live size estimate recalculates in real time as you drag, usually within a fraction of a second, so you can see the MB impact of each quality level without committing to an export. Most projects reach the 5 MB limit at quality 70–80, and the 3 MB target the exporter holds Chartboost builds to at quality 50–65, depending on the number and resolution of source assets.

Choose JPEG or WebP output per asset

The export modal allows you to set the output format (JPEG or WebP) at the global level. WebP typically delivers 25–35% smaller files at equivalent perceived quality and has near-universal support in the WebView environments where playable ads run. JPEG remains available as a fallback for networks whose validators flag WebP MIME types. GIF assets in the project are also recompressed during export regardless of the image format setting.

Export and confirm the size

Once the live estimate is at or below your target, click Download. The export re-encodes every image asset at the chosen quality level and format. The final HTML5 file size should be within a few percent of the pre-export estimate. If the network's upload validator still rejects the file, return to the modal and reduce quality by 5–10 points and re-export. The live estimate shows the effect of each change before you download.

Specifications

PropertyDetail
Standard network target< 5 MB
ChartboostNo published cap (Chartboost recommends under 5 MB); the exporter builds to < 3 MB
Output formatsJPEG, WebP, lossless PNG (at quality 100)
GIF compressionGIF assets recompressed during export
Live feedbackReal-time file size estimate in Export modal
ScopeGlobal slider + per-asset override

Ad networks you can export to

Every export target has its own guide to that network's size limit, CTA wiring and upload steps:

Use cases

Chartboost campaign: building to the 3 MB house target

Chartboost publishes no hard size cap, only a recommendation to stay under 5 MB, but the exporter holds Chartboost builds to 3 MB so the file is never near the edge. Using the Chartboost network preset in the Export modal sets the size estimate target to 3 MB and highlights assets that are contributing most to the total. Dropping the global quality slider to 55–65 and switching to WebP output typically brings a standard end card creative under 3 MB without visible quality loss at mobile screen sizes.

Video playable: managing size with an embedded video

Video playables embed the source video as base64 inside the HTML5 file, which means the video itself is by far the largest contributor to file size. The image compression system operates on every non-video asset in parallel, so reducing image quality to 60 on a video playable with 8 overlay objects can recover 200–400 KB that gives more headroom for a higher-quality video encode. Giving up a little image quality to keep the video sharp usually looks best on a phone screen.

Game template with many tile assets: batch compression

A match-3 or onet game template can include 8–16 individual tile images in addition to background art and UI sprites. Without compression a project of this scale can exceed 5 MB even with modestly sized source images. The global quality slider compresses all assets in a single pass, and the live estimate shows the aggregate impact. For tile art where individual pixels matter less than overall color impression, quality 65–70 in WebP format delivers a clean result at a fraction of the uncompressed size.

Multi-network campaign: one project, different quality exports

When trafficking a playable across multiple networks simultaneously, the export modal makes it easy to produce network-specific builds at different compression levels from the same project. Export at quality 80 for Unity (5 MB limit), quality 60 for Chartboost (built to 3 MB), and quality 75 for AppLovin. Each export takes under a minute and the live estimate confirms compliance before you click download. You do not need duplicate projects or a manual resizing step.

Try Asset Compression in the editor

Frequently asked questions

Does compression affect animations, particles, or text?

No. Compression applies only to raster image assets: sprites, background images, button images and GIF files. All vector-drawn objects, text, particle systems, kinetic text, and JavaScript/CSS animations are code-based and are always exported at full fidelity. Only pixel image data is recompressed.

Which format should I choose, JPEG or WebP?

WebP is the right default for most projects. It delivers 25–35% smaller files at equivalent perceived quality and is supported in all modern mobile browsers and WebView environments used by ad SDKs. JPEG should be selected only when a specific network's creative validator explicitly rejects WebP MIME types, which is rare but does occur with some older DSP integrations.

What happens at quality 100?

At quality 100 the system switches from lossy JPEG/WebP re-encoding to lossless PNG output. This produces the largest possible file size but guarantees zero quality degradation. Use quality 100 only when an asset, such as a brand logo with sharp edges or fine text, shows unacceptable compression artifacts at lower quality levels and file size is not a concern for the target network.

How accurate is the live file size estimate?

The live estimate is calculated by applying the current compression settings to all project assets in memory and measuring the resulting byte sizes. It is typically within 2–5% of the final exported file size. The small variance comes from the HTML template skeleton and JavaScript bundle that are added during the full export build step. That is close enough to decide without downloading and measuring the file.

Can I set different quality levels for different assets in the same project?

Yes. The global quality slider sets the baseline for all images, and individual assets can be overridden in the asset properties panel if one image in the project is particularly sensitive to compression or particularly tolerant of it. This lets you protect a crisp logo at quality 90 while compressing a photographic background hard at quality 50 in the same export.

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