2D mesh, draw polygon shape instead of using plane

Hi

I’ve been following this 2d in blender animation tutorial & am a complete beginner
http://mmm.albinal.com/2d-in-blender-2-6-tutorial-part-2/

however when i use the Subdivision Surface modifier, my plane has lots of triangles and i want to keep the number down as will use this in a game in Unity.

i also want to use the shape of the mesh as a collision collider in Unity, so was wondering instead of a plane, if I could draw a very simple shape around my flat 2d graphic that becomes the mesh.

for example
http://www.rocket5studios.com/tutorials/creating-2d-games-with-unity3d-part-5-complex-collision/


how can I do this in blender? Not having much luck with the search as not sure what it would be called.

Many thanks

without reading through the entire tutorial, it’s hard to know, but i can tell you how I would do it.
first I would add the image as a background image.
then I would add a plane and delete 3 of it’s vertexes.
using the remaining vertex, I would extrude an outline of the shape, seeing that the vertexes on my upper and lower edges lined up.
I would then add faces between these edges, where I could.
I might wish to add additional faces in the middle to keep my polys nice and square, which is better for deformations, generally.
Once my surface is solid, I would load the UV coordinates using ‘project from view’ option.
Then I’d match those coordinates to the image, in the UV editor.
Now I would select all ( in the 3D window ) and extrude.
Some of the faces along the middle ( where it now has depth ) may need to be remapped.
Make the appropriate settings in materials / textures for UV input.

If you like, I can do a mock-up of how I would approach the topology.