So, I work on game dev company as generalist, and the tech artist like to create and ask the artist to create 1024x1024 with 300 dpi for icon design on PS, that would be displayed no bigger than 300x300 or even 150x150. I just scratch my head because it's not just make the PS bigger, but sometimes makes my PS lag, leave alone the RAM management and disk scratch would be higher. when I ask why it need to be that overkill, he reply with "Because phone screens have high as 500 dpi or so". Is it really necessary? What do yout hink? Because sometimes I get a character illustration for me to animate on unity as bigger as 7k document with 300dpi, and its lag AF.
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@rusabrbl : my advice would be to simplify the interection with the tech person as much as possible, by completely removing the terms dpi and ppi from the conversation. In practice : ask him to only give you image specifications in raw pixels, and nothing else. That way he'll be the one having to figure out all the spec profiling based on the target devices to find the right compromise ... which is *litterally* his job. Do not accept any vague answer like "make it as big as possible". And also, be ready to negotiate if the request ends up being unreasonably large to a point where it slows you down in any way.
Now as for loose estimates : 1024*1024 for a source for an icon is completely fair imho, as lower than that you'd have trouble controlling details. As for illustration art you'll likely never need anything over 4000 pixels in either dimensions.
- different physical form factors/dimensions
- different pixel densities depending on the display.
With that in mind :
- It's the job of the tech person to tell you precisely the dimensions in pixels that they need for the images. Nothing else. The word "dpi/ppi" should never be in their mouth when requesting images from you.
- It's your job as the graphic artist to know how to use the art software to produce the appropriate requested content. *Of course* any vector app can export at any resolution/pixel density, as that's litterally their whole point. You need to take the necessary time to master this aspect of the software you are using (document properties and export settings). And if needed, making it clear to the team that you need some time to figure out this aspect of the pipeline if someone can't help you with it. And even though a document from a vector software will have a notion of "dots/pixels" per inch, these words should never me in your mouth when delivering the final images for the app (unless the app/engine deals with vector images natively, but you haven't mentionned that so I suppose that's not the case)
Put differently : at the moment, both people involved (the tech guy and yourself) are making the situation more complicated than it needs to be.
https://learn.microsoft.com/en-us/windows/win32/uxguide/vis-icons
(... but hey, perhaps it is ! Who knows.)