We've been working on this mobile game for about a year now, and we're very close to the end but we've started to face many problems.
Mainly, our game crashes and has a huge size for a 2D game (on iOS only).
Those of you who are a Unity developer please take a look at this editor log (the other please keep reading cause this is not a Unity specific thread)
Textures 783.1 mb 95.0%
Meshes 0.0 kb 0.0%
Animations 342.2 kb 0.0%
Sounds 24.1 mb 2.9%
Shaders 22.7 kb 0.0%
Other Assets 2.3 mb 0.3%
Levels 8.6 mb 1.0%
Scripts 1.1 mb 0.1%
Included DLLs 3.9 mb 0.5%
File headers 622.9 kb 0.1%
Complete size 824.2 mb 100.0%
As you saw there the Textures size in near 800mb, which is HUGE for a 2D mobile game.
And the main reason we're having this is because the artists made all the game assets to look great for a 1080p screen, so whenever they are working on something, the start a 1920x1080 canvas and start drawing.
This is my first experience working with artists on a game like this so I really didn't think it's going to be a problem, specially that the first builds where around 30mb on Android and ~80mb on iOS which was ok.
But the game kept getting bigger and bigger, specially on iOS (it's still ~100mb on Android) but also these huge texture size is causing some crashing in some levels on iOS too, so we really need to fix this.
Obviously the must-do solution is reducing the Texture size, and I've been trying to do that in Unity by changing the texture import setting and we kinda reached a bottleneck of a certain quality that we can't go under and the game is still HUGE, so we're thinking about re-drawing some of the graphics assets, for that I need to know what we should keep in mind when making this, that 1080p canvas approach was a bad idea right? What should I tell the artists to do instead?
Any other advice is more than welcomed.