> For the complete documentation index, see [llms.txt](https://help.craftsmanplus.com/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://help.craftsmanplus.com/play/export/export-partners.md).

# Export Partners

When your playable is ready to ship, the **Export** dialog converts your project into ad-network-ready files. Every ad network has its own technical spec (wrapper format, file-size cap, feature restrictions) so you export once and PLAY generates a tailored build for each partner you select.

Open the Export dialog by clicking the **Export** button in the top-right of the editor toolbar, or by clicking the **SIZE** badge next to it. The dialog shows the partner list on the left, your [calculated file size](/play/export/file-size.md) in the middle, and your [Project Score](/play/export/project-score.md) on the right.

### Choosing Partners

The partner list is loaded dynamically based on your company and product type, split into **Official Partners** and **Others**, sorted alphabetically.

Export is multi-select: check every partner you need and export them all in one pass. The **Export** button shows the number of partners selected, and your selection is remembered per project.

Each partner row shows two numbers: your project's export size for that partner, followed by the partner's maximum allowed file size (for example, `3.42MB / 5MB`). If your export exceeds a partner's limit, that row's sizes turn yellow — reduce your [file size](/play/export/file-size.md) before submitting to that network. Icons on the row indicate whether the partner supports [third-party calls](/play/export/3rd-party-calls.md) and analytics.

### Include All Variants

By default, an export contains only the variant you currently have open. The **Include All Variants** toggle at the bottom of the partner list exports every variant of the project in one pass instead.

* The toggle shows the project's total variant count and defaults to off each time the dialog opens.
* With the toggle on, the export includes every variant of the project for each selected partner. The **Export** button count updates live to reflect the total output: 3 partners with the toggle off is `EXPORT (3)`, and the same 3 partners with 3 variants toggled on is `EXPORT (9)`.
* The Calculated File Size in the dialog always reflects the currently open variant, even while the toggle is on.

{% hint style="info" %}
*If a variant is connected to a Catalogue, its catalogue is ingested and published automatically as part of the export, so the exported files always reference published data. See* [*Publishing States*](/play/catalogue/publishing-states.md)*.*
{% endhint %}

### Download vs. Direct Upload

Most partners export as a **Download**: PLAY builds the playable and downloads it to your device, ready to upload to the network's dashboard yourself.

Partners with a platform integration — currently **AppLovin**, via its Axon API — appear as a grouped entry with two sub-options:

* **Download** — saves the build to your device, as usual.
* **Direct Upload** — pushes the build straight into your AppLovin Axon account, no manual re-upload required. If the integration isn't configured yet, a **Set Up** button appears instead. See the [AppLovin integration](/company-settings/partner-integrations/applovin.md) page for setup.

You can select either option or both.

### The Export Package

Every export downloads as a single zip, named `Playables_YYYY-MM-DD.zip` for playable exports or `Banners_YYYY-MM-DD.zip` for Animated Banner exports. Inside the package:

* **\_INSTRUCTIONS.txt** - a text file at the root of the package with a link back to this documentation.
* **One folder per partner** - each export partner you selected gets its own folder, named for the partner.
* **One file per variant** - each partner folder contains that partner's build for every exported variant, in the format that partner requires (HTML, ZIP, or TXT). Each build is a self-contained playable with your assets encoded directly into it, formatted to that partner's spec.

Partner formats made up of multiple files are zipped per variant inside the partner folder. If two files in the same folder would end up with the same name, a numeric suffix is added rather than overwriting either file.

### File Naming

Every exported file follows the same naming convention:

`ExportPartner_ProjectName_VariantName_Date_CompanyName`

For example: `InMobi_Yahtzee_C03_ItemCatcherCardGame_V01_PlayNow_2025-06-01_Wildcards.html`

* **ProjectName** is the full project name, and **VariantName** is the variant's name.
* Spaces and special characters are stripped, so a variant named `Play Now` appears as `PlayNow`.
* The date uses `YYYY-MM-DD` format and is identical across every file in a single export.

The convention applies to every file type a partner receives (.html, .zip, .txt) and to Direct Upload filenames sent to AppLovin Axon.

### Export Settings

The gear icon at the top of the dialog opens the export settings menu, which holds two advanced options that apply to every partner in the export.

**Asset Encoding** controls how assets are encoded into the build: Base122 by default, with Base64 and Local alternatives.

**Engine Compression** exports each build with a compressed version of the playable engine, trimming roughly 400 KB from the export's file size. The toggle is off by default. Compression applies to partners that export as HTML files; other export formats are unchanged either way.

{% hint style="warning" %}
*Compressed exports require devices running iOS 16.4 or later. Leave Engine Compression off if your campaign needs to reach older devices.*
{% endhint %}


---

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