In my spare time I am developing an application that will be a collection of 1001 2D games for mobile, which I will make available on Itchi.io. Two of the purposes of the project are to develop expertise in the use of Unity; And build a portfolio (although I've already done some work for companies and institutions but it's not possible to use the projects for nda reasons, even more being game designs). In fact, this project should contribute a lot for me to develop better game designs for future programming teams that I will work with in the future. I'm game design, my programming knowledge is extremely basic. I would like some veteran in the area of programming with Unity to evaluate my solution to the problem that I will present and, if possible, give me some guidance on the matter. The point is that, as it is a mobile project, there is a great concern regarding the game's memory and its processing in the game's action. It is not possible for each of the 1001 games to have a distinct set of images (sprites). I will only have to use a single set of images to build all 1001 games. As the idea is to develop all the games myself, as part of the Unity learning and compression process and developing some gamedesign skills, I will only use geometric shapes to build the objects, both the setting and the characters. This makes it a lot easier, because I'm not a designer and animator either. But I intend to develop simple animations. In my ignorance, I looked for solutions to this memory issue, which would make it viable to develop this collection of 1001 games for mobile. The most efficient solution I could think of was to develop all the drawings through programming, that way, there would be no image assets (sprites) in the project, only scripts, which I believe require less of a device's local memory (I don't want to use data through the cloud, this is another design limitation). Furthermore, the game action would only process what would be visible on the camera, which would greatly reduce the issue of game action processing and loading processes. — I could be perfectly wrong because of my inexperience in programming. — However, this solution is not possible with the level of programming understanding I currently have. Maybe in 2 years I will be able to put this solution into practice, but I would like to know if this assumption makes sense and if it really would be the best option for the case. Studying some tutorials on Unity, I elaborated another possible solution, which I could develop, even with a certain level of difficulty. I came up with the following solution: I must create a tilemap and a palette with the geometric shapes to use in all games, this way I can also use the "2D composite collider" technology to save on collider processing. So I will create both the scenery and the characters of the games through this palette using the geometric shapes. But there is a problem in relation to the simple animations that I intend to make the characters, I believe that there is no way to animate them, nor to have an animation control, of these characters using tilemaps. This would be a problem that would have to be solved by creating a scriptable capable of collecting the drawings of each frame of the animation to animate it and also controlling the animations through the character's states (idle, walk, jumping...). I would like to know if this is really a good solution to solve the device memory and game action processing problem. — In addition, I'm also interested in any way (except using the cloud) to save memory and processing in other areas of the game: audio, programming... Any contribution to reduce memory and processing usage to make this 1001 games collection project possible, I would be extremely grateful! — I think I should credit the game with a thank you to the Unity community and list all the names of those who were able to bring me a light of knowledge and understanding. Note: I'm Brazilian and I'm still not very good at English, I hope my text can be at least reasonably understandable.