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Playable ads

Playable Ad Size Limits — and Why Builds Get Rejected

The hard part of a playable is not making it fun. It is making it fun inside a single HTML file small enough that the network will take it.

By Muhammad Qasim·

A playable ad is one HTML file. Not a folder, not a build with sibling assets — one file, with the images, audio, and code inlined into it. Every network states a maximum size, and the number is smaller than people expect the first time.

What counts toward the cap

Everything inside the file, after the network's own compression. Base64 encoding — which is how your images end up inline — adds roughly a third to their byte size before any compression claws it back. A 900 KB texture atlas is not a 900 KB cost.

The practical consequence: the asset budget is the whole budget. Code is rarely what puts a playable over the line.

Where the size actually goes

Rejections that are not about size

Size is the cap people plan for. These are the ones that send a build back:

The short version Build to the smallest network's cap, not the largest. One build that passes everywhere beats four builds you maintain separately.

Test the file the network receives

Open the exported HTML directly, on a real mid-range phone, with the cache cleared. Not the editor preview, not a local dev server with a bundler in front of it — the single file, exactly as it will be served. Most surprises surface in the first ten seconds of that test.

This is what we do day to day — playable ad production at Factorial Studio.

Muhammad Qasim
Muhammad Qasim
Founder & CEO, Factorial Studio

Runs Factorial Studio in Lahore — game QA, WebGL porting, console certification and playable ads. Has shipped and tested games on Unity and Unreal for studios in eight countries.

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