Shrink a Playable Ad Under 2 MB - Compress Images in One Click

Images and assets in a playable ad: the built-in library, what makes an ad heavy, the export window's size check against each network's limit, and compressing every picture to WebP in one click - from 3.9 MB, over Facebook's 2 MB cap, to a sixth of that.

  • Video tutorial
  • 2:31
  • 5 chapters
  • Published Sep 24, 2026

In this video

  • The built-in library: logos, backgrounds, buttons, hands, icons
  • What makes an ad heavy
  • The size check against each network's limit
  • Compress assets: every picture to WebP
  • Checking the result
  • Three mistakes to avoid

About this video

Ad networks reject playable ads over their size limits - 2 MB at Facebook. Almost all of that weight is pictures. This tutorial shows the built-in asset library, then takes a knitwear ad with a camera-sized background photo and a heavy PNG from 3.9 MB to well under the limit with Compress assets, without changing how it looks.

Playable Ads Maker - build playable ads and end cards, export to 13 ad networks.

Transcript

Three point nine megabytes - and Facebook rejects anything over two. One click later, the pictures weigh a sixth of that, and the ad looks exactly the same.

In the next few minutes: what makes an ad heavy, the size check, compressing without touching your design, and the built-in library.

What makes an ad heavy is almost always pictures. This background came straight from a camera: eighteen hundred pixels wide, over two megabytes. The sweater is a one-megabyte PNG.

Read the full transcript

Open Export and tick your network. The window weighs the whole ad against that network's limit: three point nine megabytes, and Facebook's cap is two. Export stays blocked until it fits.

Compress assets lists every file in the ad, with its size. Press Compress: each picture is re-encoded as WebP, at a size a phone can actually show.

Ninety percent off the sweater, seventy-seven off the background - two point seven megabytes saved. Anything that would come out bigger is left exactly as it is.

Continue to export: the warning is gone, and the canvas looks the same as before.

Add New Object, Image, and click to choose. Beside Upload your own, there's a built-in library: logos, backgrounds, buttons, hands, sprites, game icons and UI elements.

Hands, for a tap hint. Pick one, it lands sized to fit, and I set it beside the button. A picture you add later is weighed like the rest - compress again before you export.

Three mistakes to avoid. One: pictures straight from a camera. A phone shows about a thousand pixels - anything more is weight.

Two: PNG for photos. Keep PNG for cut-outs that need transparency; photos compress far better as JPEG or WebP.

Three: checking the size at the very end. Open the export window as you build, and you'll never rebuild an ad to fit.

That's images and assets. See you in the next video!

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