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Creating games for mobile/tablets

Best practices


When designing games for mobile devices, it’s important to keep the download size as small as possible. Games that include too many characters or scenes packed with objects can become slow and difficult to run smoothly—especially on smartphones and tablets.

Recommendations

  • Use 2–3 characters per scene, with a maximum of 5 characters across the entire game.
  • Include 2–3 interactive objects per scene, with a maximum of 10 objects in the whole game.
  • Prioritize small 3D environments, or use 2D backgrounds whenever possible.
  • Avoid using videos larger than 15 MB.
  • Avoid large 2D assets (over 2 MB) or excessive use of PNG files.
  • Use short audio clips in MP3 format.
  • Keep character animations to a minimum, and avoid animating all characters at the same time.

Interaction areas


Interactions on smaller screens tend to be less precise. For that reason, it’s essential to make sure clickable areas are large enough for players to interact with comfortably.

Recommendations

  • If an interactive object is small (for example, a USB drive), create a larger invisible clickable area in front of the object to make it easier to tap.
  • Avoid placing multiple selectable objects too close together, especially if they are small.
  • In minigames such as “click on image,” make sure both the text and clickable areas are large enough. Whenever possible, define larger click zones.
  • Avoid placing interactive elements near the edges of the scene. In the editor, these areas are marked with yellow lines and may not be visible to some players, which could prevent them from progressing.

Game Logic

When designing a game, it’s important to anticipate different player behaviors to avoid situations where players might get stuck and be unable to continue.

Recommendations

  • Whenever possible, avoid sending players back to scenes they have already completed. Instead, duplicate the scene and continue the experience in a linear or progressive way. Returning to previous scenes can create issues if certain interactive elements were enabled or disabled earlier, potentially blocking progress.
  • Do not disable an object that triggers a flow until the entire flow has finished.
    • Example: if a player taps on a phone to start a flow with several actions, the object should not be disabled at the beginning of the flow. If the player closes the game at that moment and later returns, they might find that the phone is no longer available—even though the flow was never completed—leaving them unable to move forward.
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